Files of Real time communication
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Real-Time Communication
When data must flow continuously between client and server, the standard HTTP request-response model introduces unnecessary overhead. Real-time communication protocols -- WebSocket, Server-Sent Events (SSE), and WebRTC -- each solve different use cases with different trade-offs.
Table of Contents
- Choosing the Right Approach
- WebSocket Protocol
- Server-Sent Events (SSE)
- Long Polling
- WebRTC Basics
- Connection Management Best Practices
- Scaling Real-Time Systems
Choosing the Right Approach
| Requirement | Best transport | Why |
|---|---|---|
| Bidirectional, low-latency messaging | WebSocket | Full-duplex, minimal per-message overhead |
| Server-to-client push (unidirectional) | SSE | Simpler API, auto-reconnect, works over HTTP |
| Periodic data updates | HTTP polling or stale-while-revalidate |
Simplest; no persistent connection needed |
| Peer-to-peer audio/video/data | WebRTC | Direct peer connection, media-optimized |
| Fallback for restricted networks | Long polling | Works everywhere HTTP works |
Default to the simplest option that meets requirements. SSE handles many "real-time" use cases without WebSocket's complexity. HTTP polling with stale-while-revalidate is sufficient when updates happen every few seconds or minutes.
WebSocket Protocol
WebSocket provides a persistent, full-duplex communication channel over a single TCP connection. After an HTTP upgrade handshake, client and server exchange frames with minimal overhead (~2-6 bytes per frame).
Connection lifecycle
1. Client sends HTTP upgrade request
2. Server responds with 101 Switching Protocols
3. Connection upgraded to WebSocket (persistent, full-duplex)
4. Client and server exchange frames freely
5. Either side sends a close frame to terminate
Opening handshake
The WebSocket connection begins as an HTTP request:
GET /ws HTTP/1.1
Host: example.com
Upgrade: websocket
Connection: Upgrade
Sec-WebSocket-Key: dGhlIHNhbXBsZSBub25jZQ==
Sec-WebSocket-Version: 13
Server response:
HTTP/1.1 101 Switching Protocols
Upgrade: websocket
Connection: Upgrade
Sec-WebSocket-Accept: s3pPLMBiTxaQ9kYGzzhZRbK+xOo=
After this handshake, the connection is no longer HTTP -- it is a raw TCP connection with WebSocket framing.
Client implementation
class WebSocketClient {
constructor(url) {
this.url = url;
this.reconnectDelay = 1000;
this.maxReconnectDelay = 30000;
this.messageQueue = [];
this.connect();
}
connect() {
this.ws = new WebSocket(this.url);
this.ws.onopen = () => {
console.log('Connected');
this.reconnectDelay = 1000; // Reset backoff
this.flushQueue();
};
this.ws.onmessage = (event) => {
const data = JSON.parse(event.data);
this.handleMessage(data);
};
this.ws.onclose = (event) => {
if (!event.wasClean) {
this.scheduleReconnect();
}
};
this.ws.onerror = () => {
// onerror is always followed by onclose
};
}
send(data) {
if (this.ws.readyState === WebSocket.OPEN) {
this.ws.send(JSON.stringify(data));
} else {
this.messageQueue.push(data);
}
}
flushQueue() {
while (this.messageQueue.length > 0) {
this.send(this.messageQueue.shift());
}
}
scheduleReconnect() {
setTimeout(() => this.connect(), this.reconnectDelay);
this.reconnectDelay = Math.min(
this.reconnectDelay * 2,
this.maxReconnectDelay
);
}
handleMessage(data) {
// Application-specific message handling
}
}
Frame types
| Frame type | Opcode | Purpose |
|---|---|---|
| Text | 0x1 | UTF-8 text data |
| Binary | 0x2 | Binary data (images, protobuf, etc.) |
| Ping | 0x9 | Heartbeat request |
| Pong | 0xA | Heartbeat response |
| Close | 0x8 | Connection termination |
Heartbeats and connection monitoring
Mobile networks and load balancers silently drop idle connections. Heartbeats detect dead connections:
// Client-side heartbeat
class HeartbeatWebSocket extends WebSocketClient {
constructor(url, heartbeatInterval = 30000) {
super(url);
this.heartbeatInterval = heartbeatInterval;
this.heartbeatTimer = null;
this.pongReceived = true;
}
connect() {
super.connect();
this.ws.onopen = () => {
this.startHeartbeat();
};
}
startHeartbeat() {
this.heartbeatTimer = setInterval(() => {
if (!this.pongReceived) {
// Server did not respond to last ping
this.ws.close();
return;
}
this.pongReceived = false;
this.ws.send(JSON.stringify({ type: 'ping' }));
}, this.heartbeatInterval);
}
handleMessage(data) {
if (data.type === 'pong') {
this.pongReceived = true;
return;
}
// Handle other messages
}
}
Server-side heartbeat timing:
- 30 seconds is a common interval for most use cases
- Mobile apps may use longer intervals (60-90s) to save battery
- Trading and gaming may use shorter intervals (5-10s) for faster dead connection detection
WebSocket and HTTP/2
An important caveat: WebSocket connections bypass HTTP/2 multiplexing. Each WebSocket connection is a separate TCP connection, not a stream on an existing HTTP/2 connection. For applications that open many WebSocket connections to the same origin, this can create connection overhead.
RFC 8441 defines WebSocket over HTTP/2, but browser support is limited.
Binary vs. text frames
For high-throughput applications, binary frames with a compact serialization format (Protocol Buffers, MessagePack, CBOR) significantly reduce message size:
// Text (JSON) - 84 bytes
ws.send(JSON.stringify({ type: 'position', x: 123.456, y: 789.012, t: 1679000000 }));
// Binary (Protocol Buffers) - ~20 bytes
const buffer = Position.encode({ x: 123.456, y: 789.012, t: 1679000000 }).finish();
ws.send(buffer);
Server-Sent Events (SSE)
SSE provides a simple, HTTP-based protocol for server-to-client push. The server holds an HTTP connection open and streams events to the client.
Key advantages over WebSocket
- Simpler: Works over standard HTTP; no upgrade handshake
- Auto-reconnect: The
EventSourceAPI reconnects automatically with configurable retry delay - Event IDs: Built-in support for resuming from the last received event
- Works through HTTP proxies: Standard HTTP, so no proxy configuration needed
- HTTP/2 compatible: SSE connections are HTTP/2 streams (multiplexed with other requests)
When SSE is sufficient
SSE handles the majority of "real-time" web use cases:
- Live notifications
- Real-time dashboards and monitoring
- Stock tickers and live scores
- Chat (with a separate HTTP POST for sending messages)
- Streaming AI responses (like ChatGPT)
- Build/deployment status updates
Server implementation
The server sends a response with Content-Type: text/event-stream:
HTTP/1.1 200 OK
Content-Type: text/event-stream
Cache-Control: no-cache
Connection: keep-alive
data: {"message": "Hello"}
event: notification
data: {"type": "alert", "text": "New message"}
id: 42
event: update
data: {"price": 142.50}
retry: 5000
Event format:
data:-- the event payload (can span multiple lines)event:-- event type (defaults to "message")id:-- event ID (sent asLast-Event-IDon reconnect)retry:-- reconnection delay in milliseconds
Client implementation
const eventSource = new EventSource('/api/stream');
// Default "message" events
eventSource.onmessage = (event) => {
const data = JSON.parse(event.data);
console.log('Message:', data);
};
// Named events
eventSource.addEventListener('notification', (event) => {
const data = JSON.parse(event.data);
showNotification(data);
});
// Connection management
eventSource.onerror = (event) => {
if (eventSource.readyState === EventSource.CLOSED) {
console.log('Connection closed by server');
} else {
console.log('Connection error, will auto-reconnect');
}
};
// Close when done
eventSource.close();
Resuming after disconnection
When the connection drops, the browser sends the last received event ID:
GET /api/stream HTTP/1.1
Last-Event-ID: 42
The server can use this to resume from where the client left off, preventing data loss during brief disconnections.
SSE with authentication
EventSource does not support custom headers. Workarounds:
// Option 1: Token in URL (less secure, logged in server access logs)
const eventSource = new EventSource('/api/stream?token=abc123');
// Option 2: Cookie-based authentication (preferred)
// Set an HttpOnly cookie first; EventSource sends cookies automatically
// Option 3: Use fetch() with ReadableStream for custom headers
async function streamWithHeaders(url, headers) {
const response = await fetch(url, { headers });
const reader = response.body.getReader();
const decoder = new TextDecoder();
while (true) {
const { done, value } = await reader.read();
if (done) break;
const text = decoder.decode(value);
// Parse SSE format manually
processSSEText(text);
}
}
Long Polling
Long polling is the fallback when WebSocket and SSE are unavailable (restrictive firewalls, legacy infrastructure).
How it works
- Client sends an HTTP request
- Server holds the request open until it has new data (or a timeout occurs)
- Server sends the response
- Client immediately sends a new request
- Repeat
async function longPoll(url, lastEventId = null) {
while (true) {
try {
const params = lastEventId ? `?since=${lastEventId}` : '';
const response = await fetch(`${url}${params}`, {
signal: AbortSignal.timeout(60000), // 60s timeout
});
if (response.ok) {
const data = await response.json();
lastEventId = data.id;
handleUpdate(data);
}
} catch (error) {
if (error.name === 'TimeoutError') {
// Normal timeout, reconnect immediately
continue;
}
// Network error, back off
await new Promise(r => setTimeout(r, 5000));
}
}
}
Long polling trade-offs
| Aspect | Long polling | WebSocket | SSE |
|---|---|---|---|
| Latency | Higher (new request each time) | Lowest | Low |
| Server resources | High (many open connections) | Medium | Medium |
| Complexity | Low | Medium | Low |
| Firewall compatibility | Highest | Lower | High |
| Bidirectional | Yes (via separate requests) | Yes (native) | No (one-way) |
WebRTC Basics
WebRTC enables peer-to-peer communication for audio, video, and arbitrary data between browsers without a relay server.
Architecture
Browser A ←→ Signaling Server ←→ Browser B
↕ ↕
└────── Direct P2P Connection ──┘
- Signaling: Peers exchange session descriptions (SDP) and ICE candidates through a signaling server (WebSocket, HTTP, or any mechanism)
- ICE: Interactive Connectivity Establishment discovers the best network path (direct, STUN, or TURN relay)
- DTLS/SRTP: Encrypted media and data channels over UDP
Data channels
For non-media real-time data (gaming, file transfer, screen sharing metadata), WebRTC data channels provide:
- Ordered or unordered delivery
- Reliable or unreliable (lossy) transport
- Low latency (UDP-based)
- Direct peer-to-peer (no server relay for media)
const peerConnection = new RTCPeerConnection({
iceServers: [{ urls: 'stun:stun.l.google.com:19302' }]
});
const dataChannel = peerConnection.createDataChannel('game', {
ordered: false, // Unordered for lower latency
maxRetransmits: 0, // Unreliable (no retransmission)
});
dataChannel.onopen = () => {
dataChannel.send(JSON.stringify({ type: 'move', x: 10, y: 20 }));
};
When to use WebRTC
- Video/audio calls
- Screen sharing
- Peer-to-peer file transfer
- Low-latency gaming (data channels)
- IoT device streaming
Do not use WebRTC for: Standard server-to-client push (use SSE or WebSocket), REST API alternatives, or scenarios where a server relay is needed anyway.
Connection Management Best Practices
Exponential backoff with jitter
When reconnecting after a failure, exponential backoff prevents thundering herd problems:
function getReconnectDelay(attempt, baseDelay = 1000, maxDelay = 30000) {
const exponentialDelay = baseDelay * Math.pow(2, attempt);
const cappedDelay = Math.min(exponentialDelay, maxDelay);
// Add random jitter (0-100% of delay) to prevent synchronized reconnects
const jitter = cappedDelay * Math.random();
return cappedDelay + jitter;
}
Without jitter, if a server restarts and 10,000 clients all reconnect simultaneously with the same backoff timing, the server faces a thundering herd of reconnection attempts.
Message queuing during disconnection
Queue outbound messages when disconnected and flush when reconnected:
class ResilientConnection {
constructor() {
this.queue = [];
this.connected = false;
}
send(message) {
if (this.connected) {
this.transport.send(message);
} else {
this.queue.push(message);
if (this.queue.length > 1000) {
this.queue.shift(); // Prevent unbounded growth
}
}
}
onReconnect() {
this.connected = true;
while (this.queue.length > 0) {
this.transport.send(this.queue.shift());
}
}
}
Connection lifecycle on mobile
Mobile connections face unique challenges:
- Network switches: WiFi to cellular transitions drop TCP connections
- Background tabs: Browsers throttle or suspend timers and connections in background tabs
- Battery optimization: OS may terminate background network activity
Strategies:
- Detect visibility changes with
document.visibilitychangeand reconnect when returning to foreground - Use shorter heartbeat intervals on mobile to detect dead connections faster
- Implement message ID tracking so the server can resume from the last acknowledged message
document.addEventListener('visibilitychange', () => {
if (document.visibilityState === 'visible') {
// Tab became visible -- check connection health
if (!isConnectionAlive()) {
reconnect();
}
}
});
Scaling Real-Time Systems
Horizontal scaling with pub/sub
WebSocket connections are stateful -- a client connects to a specific server instance. To scale horizontally, use a pub/sub broker:
Client A → Server 1 ←→ Redis Pub/Sub ←→ Server 2 → Client B
Client C → Server 1 ←→ or NATS ←→ Server 3 → Client D
When Client A sends a message, Server 1 publishes it to Redis. All servers subscribed to that channel receive it and forward to their connected clients.
Connection limits
Each WebSocket connection consumes:
- A file descriptor on the server
- Memory for the connection state
- CPU for message processing
Practical limits:
- A single Node.js process can handle ~50,000-100,000 concurrent WebSocket connections (depending on message rate)
- Use connection limits and load balancing to distribute connections
- Consider connection pooling for services that broadcast to many clients
Load balancing considerations
- Sticky sessions: Required for WebSocket and long polling (the same client must reach the same server)
- Connection draining: When scaling down, drain connections gracefully before terminating a server instance
- Health checks: Exclude servers with too many connections or high latency from the load balancer pool
The choice of real-time transport should be driven by requirements, not technology preferences. SSE handles most server-push use cases with far less complexity than WebSocket. WebSocket is essential for bidirectional, low-latency communication. WebRTC is specialized for peer-to-peer media. Long polling is the universal fallback.
| 1 | # Real-Time Communication |
| 2 | |
| 3 | When data must flow continuously between client and server, the standard HTTP request-response model introduces unnecessary overhead. Real-time communication protocols -- WebSocket, Server-Sent Events (SSE), and WebRTC -- each solve different use cases with different trade-offs. |
| 4 | |
| 5 | |
| 6 | ## Table of Contents |
| 7 | [Choosing the Right Approach] |
| 8 | [WebSocket Protocol] |
| 9 | [Server-Sent Events (SSE)] |
| 10 | [Long Polling] |
| 11 | [WebRTC Basics] |
| 12 | [Connection Management Best Practices] |
| 13 | [Scaling Real-Time Systems] |
| 14 | |
| 15 | |
| 16 | |
| 17 | ## Choosing the Right Approach |
| 18 | |
| 19 | | Requirement | Best transport | Why | |
| 20 | |------------|---------------|-----| |
| 21 | | Bidirectional, low-latency messaging | WebSocket | Full-duplex, minimal per-message overhead | |
| 22 | | Server-to-client push (unidirectional) | SSE | Simpler API, auto-reconnect, works over HTTP | |
| 23 | | Periodic data updates | HTTP polling or `stale-while-revalidate` | Simplest; no persistent connection needed | |
| 24 | | Peer-to-peer audio/video/data | WebRTC | Direct peer connection, media-optimized | |
| 25 | | Fallback for restricted networks | Long polling | Works everywhere HTTP works | |
| 26 | |
| 27 | **Default to the simplest option that meets requirements.** SSE handles many "real-time" use cases without WebSocket's complexity. HTTP polling with `stale-while-revalidate` is sufficient when updates happen every few seconds or minutes. |
| 28 | |
| 29 | ## WebSocket Protocol |
| 30 | |
| 31 | WebSocket provides a persistent, full-duplex communication channel over a single TCP connection. After an HTTP upgrade handshake, client and server exchange frames with minimal overhead (~2-6 bytes per frame). |
| 32 | |
| 33 | ### Connection lifecycle |
| 34 | |
| 35 | |
| 36 | 1. Client sends HTTP upgrade request |
| 37 | 2. Server responds with 101 Switching Protocols |
| 38 | 3. Connection upgraded to WebSocket (persistent, full-duplex) |
| 39 | 4. Client and server exchange frames freely |
| 40 | 5. Either side sends a close frame to terminate |
| 41 | |
| 42 | |
| 43 | ### Opening handshake |
| 44 | |
| 45 | The WebSocket connection begins as an HTTP request: |
| 46 | |
| 47 | |
| 48 | GET /ws HTTP/1.1 |
| 49 | Host: example.com |
| 50 | Upgrade: websocket |
| 51 | Connection: Upgrade |
| 52 | Sec-WebSocket-Key: dGhlIHNhbXBsZSBub25jZQ== |
| 53 | Sec-WebSocket-Version: 13 |
| 54 | |
| 55 | |
| 56 | Server response: |
| 57 | |
| 58 | HTTP/1.1 101 Switching Protocols |
| 59 | Upgrade: websocket |
| 60 | Connection: Upgrade |
| 61 | Sec-WebSocket-Accept: s3pPLMBiTxaQ9kYGzzhZRbK+xOo= |
| 62 | |
| 63 | |
| 64 | After this handshake, the connection is no longer HTTP -- it is a raw TCP connection with WebSocket framing. |
| 65 | |
| 66 | ### Client implementation |
| 67 | |
| 68 | |
| 69 | class WebSocketClient { |
| 70 | constructor(url) { |
| 71 | this.url = url; |
| 72 | this.reconnectDelay = 1000; |
| 73 | this.maxReconnectDelay = 30000; |
| 74 | this.messageQueue = []; |
| 75 | this.connect(); |
| 76 | } |
| 77 | |
| 78 | connect() { |
| 79 | this.ws = new WebSocket(this.url); |
| 80 | |
| 81 | this.ws.onopen = () => { |
| 82 | console.log('Connected'); |
| 83 | this.reconnectDelay = 1000; // Reset backoff |
| 84 | this.flushQueue(); |
| 85 | }; |
| 86 | |
| 87 | this.ws.onmessage = (event) => { |
| 88 | const data = JSON.parse(event.data); |
| 89 | this.handleMessage(data); |
| 90 | }; |
| 91 | |
| 92 | this.ws.onclose = (event) => { |
| 93 | if (!event.wasClean) { |
| 94 | this.scheduleReconnect(); |
| 95 | } |
| 96 | }; |
| 97 | |
| 98 | this.ws.onerror = () => { |
| 99 | // onerror is always followed by onclose |
| 100 | }; |
| 101 | } |
| 102 | |
| 103 | send(data) { |
| 104 | if (this.ws.readyState === WebSocket.OPEN) { |
| 105 | this.ws.send(JSON.stringify(data)); |
| 106 | } else { |
| 107 | this.messageQueue.push(data); |
| 108 | } |
| 109 | } |
| 110 | |
| 111 | flushQueue() { |
| 112 | while (this.messageQueue.length > 0) { |
| 113 | this.send(this.messageQueue.shift()); |
| 114 | } |
| 115 | } |
| 116 | |
| 117 | scheduleReconnect() { |
| 118 | setTimeout(() => this.connect(), this.reconnectDelay); |
| 119 | this.reconnectDelay = Math.min( |
| 120 | this.reconnectDelay * 2, |
| 121 | this.maxReconnectDelay |
| 122 | ); |
| 123 | } |
| 124 | |
| 125 | handleMessage(data) { |
| 126 | // Application-specific message handling |
| 127 | } |
| 128 | } |
| 129 | |
| 130 | |
| 131 | ### Frame types |
| 132 | |
| 133 | | Frame type | Opcode | Purpose | |
| 134 | |-----------|--------|---------| |
| 135 | | Text | 0x1 | UTF-8 text data | |
| 136 | | Binary | 0x2 | Binary data (images, protobuf, etc.) | |
| 137 | | Ping | 0x9 | Heartbeat request | |
| 138 | | Pong | 0xA | Heartbeat response | |
| 139 | | Close | 0x8 | Connection termination | |
| 140 | |
| 141 | ### Heartbeats and connection monitoring |
| 142 | |
| 143 | Mobile networks and load balancers silently drop idle connections. Heartbeats detect dead connections: |
| 144 | |
| 145 | |
| 146 | // Client-side heartbeat |
| 147 | class HeartbeatWebSocket extends WebSocketClient { |
| 148 | constructor(url, heartbeatInterval = 30000) { |
| 149 | super(url); |
| 150 | this.heartbeatInterval = heartbeatInterval; |
| 151 | this.heartbeatTimer = null; |
| 152 | this.pongReceived = true; |
| 153 | } |
| 154 | |
| 155 | connect() { |
| 156 | super.connect(); |
| 157 | |
| 158 | this.ws.onopen = () => { |
| 159 | this.startHeartbeat(); |
| 160 | }; |
| 161 | } |
| 162 | |
| 163 | startHeartbeat() { |
| 164 | this.heartbeatTimer = setInterval(() => { |
| 165 | if (!this.pongReceived) { |
| 166 | // Server did not respond to last ping |
| 167 | this.ws.close(); |
| 168 | return; |
| 169 | } |
| 170 | this.pongReceived = false; |
| 171 | this.ws.send(JSON.stringify({ type: 'ping' })); |
| 172 | }, this.heartbeatInterval); |
| 173 | } |
| 174 | |
| 175 | handleMessage(data) { |
| 176 | if (data.type === 'pong') { |
| 177 | this.pongReceived = true; |
| 178 | return; |
| 179 | } |
| 180 | // Handle other messages |
| 181 | } |
| 182 | } |
| 183 | |
| 184 | |
| 185 | **Server-side heartbeat timing:** |
| 186 | 30 seconds is a common interval for most use cases |
| 187 | Mobile apps may use longer intervals (60-90s) to save battery |
| 188 | Trading and gaming may use shorter intervals (5-10s) for faster dead connection detection |
| 189 | |
| 190 | ### WebSocket and HTTP/2 |
| 191 | |
| 192 | An important caveat: **WebSocket connections bypass HTTP/2 multiplexing.** Each WebSocket connection is a separate TCP connection, not a stream on an existing HTTP/2 connection. For applications that open many WebSocket connections to the same origin, this can create connection overhead. |
| 193 | |
| 194 | RFC 8441 defines WebSocket over HTTP/2, but browser support is limited. |
| 195 | |
| 196 | ### Binary vs. text frames |
| 197 | |
| 198 | For high-throughput applications, binary frames with a compact serialization format (Protocol Buffers, MessagePack, CBOR) significantly reduce message size: |
| 199 | |
| 200 | |
| 201 | // Text (JSON) - 84 bytes |
| 202 | ws.send(JSON.stringify({ type: 'position', x: 123.456, y: 789.012, t: 1679000000 })); |
| 203 | |
| 204 | // Binary (Protocol Buffers) - ~20 bytes |
| 205 | const buffer = Position.encode({ x: 123.456, y: 789.012, t: 1679000000 }).finish(); |
| 206 | ws.send(buffer); |
| 207 | |
| 208 | |
| 209 | ## Server-Sent Events (SSE) |
| 210 | |
| 211 | SSE provides a simple, HTTP-based protocol for server-to-client push. The server holds an HTTP connection open and streams events to the client. |
| 212 | |
| 213 | ### Key advantages over WebSocket |
| 214 | |
| 215 | **Simpler:** Works over standard HTTP; no upgrade handshake |
| 216 | **Auto-reconnect:** The `EventSource` API reconnects automatically with configurable retry delay |
| 217 | **Event IDs:** Built-in support for resuming from the last received event |
| 218 | **Works through HTTP proxies:** Standard HTTP, so no proxy configuration needed |
| 219 | **HTTP/2 compatible:** SSE connections are HTTP/2 streams (multiplexed with other requests) |
| 220 | |
| 221 | ### When SSE is sufficient |
| 222 | |
| 223 | SSE handles the majority of "real-time" web use cases: |
| 224 | Live notifications |
| 225 | Real-time dashboards and monitoring |
| 226 | Stock tickers and live scores |
| 227 | Chat (with a separate HTTP POST for sending messages) |
| 228 | Streaming AI responses (like ChatGPT) |
| 229 | Build/deployment status updates |
| 230 | |
| 231 | ### Server implementation |
| 232 | |
| 233 | The server sends a response with `Content-Type: text/event-stream`: |
| 234 | |
| 235 | |
| 236 | HTTP/1.1 200 OK |
| 237 | Content-Type: text/event-stream |
| 238 | Cache-Control: no-cache |
| 239 | Connection: keep-alive |
| 240 | |
| 241 | data: {"message": "Hello"} |
| 242 | |
| 243 | event: notification |
| 244 | data: {"type": "alert", "text": "New message"} |
| 245 | |
| 246 | id: 42 |
| 247 | event: update |
| 248 | data: {"price": 142.50} |
| 249 | |
| 250 | retry: 5000 |
| 251 | |
| 252 | |
| 253 | |
| 254 | Event format: |
| 255 | `data:` -- the event payload (can span multiple lines) |
| 256 | `event:` -- event type (defaults to "message") |
| 257 | `id:` -- event ID (sent as `Last-Event-ID` on reconnect) |
| 258 | `retry:` -- reconnection delay in milliseconds |
| 259 | |
| 260 | ### Client implementation |
| 261 | |
| 262 | |
| 263 | const eventSource = new EventSource('/api/stream'); |
| 264 | |
| 265 | // Default "message" events |
| 266 | eventSource.onmessage = (event) => { |
| 267 | const data = JSON.parse(event.data); |
| 268 | console.log('Message:', data); |
| 269 | }; |
| 270 | |
| 271 | // Named events |
| 272 | eventSource.addEventListener('notification', (event) => { |
| 273 | const data = JSON.parse(event.data); |
| 274 | showNotification(data); |
| 275 | }); |
| 276 | |
| 277 | // Connection management |
| 278 | eventSource.onerror = (event) => { |
| 279 | if (eventSource.readyState === EventSource.CLOSED) { |
| 280 | console.log('Connection closed by server'); |
| 281 | } else { |
| 282 | console.log('Connection error, will auto-reconnect'); |
| 283 | } |
| 284 | }; |
| 285 | |
| 286 | // Close when done |
| 287 | eventSource.close(); |
| 288 | |
| 289 | |
| 290 | ### Resuming after disconnection |
| 291 | |
| 292 | When the connection drops, the browser sends the last received event ID: |
| 293 | |
| 294 | |
| 295 | GET /api/stream HTTP/1.1 |
| 296 | Last-Event-ID: 42 |
| 297 | |
| 298 | |
| 299 | The server can use this to resume from where the client left off, preventing data loss during brief disconnections. |
| 300 | |
| 301 | ### SSE with authentication |
| 302 | |
| 303 | `EventSource` does not support custom headers. Workarounds: |
| 304 | |
| 305 | |
| 306 | // Option 1: Token in URL (less secure, logged in server access logs) |
| 307 | const eventSource = new EventSource('/api/stream?token=abc123'); |
| 308 | |
| 309 | // Option 2: Cookie-based authentication (preferred) |
| 310 | // Set an HttpOnly cookie first; EventSource sends cookies automatically |
| 311 | |
| 312 | // Option 3: Use fetch() with ReadableStream for custom headers |
| 313 | async function streamWithHeaders(url, headers) { |
| 314 | const response = await fetch(url, { headers }); |
| 315 | const reader = response.body.getReader(); |
| 316 | const decoder = new TextDecoder(); |
| 317 | |
| 318 | while (true) { |
| 319 | const { done, value } = await reader.read(); |
| 320 | if (done) break; |
| 321 | const text = decoder.decode(value); |
| 322 | // Parse SSE format manually |
| 323 | processSSEText(text); |
| 324 | } |
| 325 | } |
| 326 | |
| 327 | |
| 328 | ## Long Polling |
| 329 | |
| 330 | Long polling is the fallback when WebSocket and SSE are unavailable (restrictive firewalls, legacy infrastructure). |
| 331 | |
| 332 | ### How it works |
| 333 | |
| 334 | Client sends an HTTP request |
| 335 | Server holds the request open until it has new data (or a timeout occurs) |
| 336 | Server sends the response |
| 337 | Client immediately sends a new request |
| 338 | Repeat |
| 339 | |
| 340 | |
| 341 | async function longPoll(url, lastEventId = null) { |
| 342 | while (true) { |
| 343 | try { |
| 344 | const params = lastEventId ? `?since=${lastEventId}` : ''; |
| 345 | const response = await fetch(`${url}${params}`, { |
| 346 | signal: AbortSignal.timeout(60000), // 60s timeout |
| 347 | }); |
| 348 | |
| 349 | if (response.ok) { |
| 350 | const data = await response.json(); |
| 351 | lastEventId = data.id; |
| 352 | handleUpdate(data); |
| 353 | } |
| 354 | } catch (error) { |
| 355 | if (error.name === 'TimeoutError') { |
| 356 | // Normal timeout, reconnect immediately |
| 357 | continue; |
| 358 | } |
| 359 | // Network error, back off |
| 360 | await new Promise(r => setTimeout(r, 5000)); |
| 361 | } |
| 362 | } |
| 363 | } |
| 364 | |
| 365 | |
| 366 | ### Long polling trade-offs |
| 367 | |
| 368 | | Aspect | Long polling | WebSocket | SSE | |
| 369 | |--------|-------------|-----------|-----| |
| 370 | | Latency | Higher (new request each time) | Lowest | Low | |
| 371 | | Server resources | High (many open connections) | Medium | Medium | |
| 372 | | Complexity | Low | Medium | Low | |
| 373 | | Firewall compatibility | Highest | Lower | High | |
| 374 | | Bidirectional | Yes (via separate requests) | Yes (native) | No (one-way) | |
| 375 | |
| 376 | ## WebRTC Basics |
| 377 | |
| 378 | WebRTC enables peer-to-peer communication for audio, video, and arbitrary data between browsers without a relay server. |
| 379 | |
| 380 | ### Architecture |
| 381 | |
| 382 | |
| 383 | Browser A ←→ Signaling Server ←→ Browser B |
| 384 | ↕ ↕ |
| 385 | └────── Direct P2P Connection ──┘ |
| 386 | |
| 387 | |
| 388 | **Signaling:** Peers exchange session descriptions (SDP) and ICE candidates through a signaling server (WebSocket, HTTP, or any mechanism) |
| 389 | **ICE:** Interactive Connectivity Establishment discovers the best network path (direct, STUN, or TURN relay) |
| 390 | **DTLS/SRTP:** Encrypted media and data channels over UDP |
| 391 | |
| 392 | ### Data channels |
| 393 | |
| 394 | For non-media real-time data (gaming, file transfer, screen sharing metadata), WebRTC data channels provide: |
| 395 | Ordered or unordered delivery |
| 396 | Reliable or unreliable (lossy) transport |
| 397 | Low latency (UDP-based) |
| 398 | Direct peer-to-peer (no server relay for media) |
| 399 | |
| 400 | |
| 401 | const peerConnection = new RTCPeerConnection({ |
| 402 | iceServers: [{ urls: 'stun:stun.l.google.com:19302' }] |
| 403 | }); |
| 404 | |
| 405 | const dataChannel = peerConnection.createDataChannel('game', { |
| 406 | ordered: false, // Unordered for lower latency |
| 407 | maxRetransmits: 0, // Unreliable (no retransmission) |
| 408 | }); |
| 409 | |
| 410 | dataChannel.onopen = () => { |
| 411 | dataChannel.send(JSON.stringify({ type: 'move', x: 10, y: 20 })); |
| 412 | }; |
| 413 | |
| 414 | |
| 415 | ### When to use WebRTC |
| 416 | |
| 417 | Video/audio calls |
| 418 | Screen sharing |
| 419 | Peer-to-peer file transfer |
| 420 | Low-latency gaming (data channels) |
| 421 | IoT device streaming |
| 422 | |
| 423 | **Do not use WebRTC for:** Standard server-to-client push (use SSE or WebSocket), REST API alternatives, or scenarios where a server relay is needed anyway. |
| 424 | |
| 425 | ## Connection Management Best Practices |
| 426 | |
| 427 | ### Exponential backoff with jitter |
| 428 | |
| 429 | When reconnecting after a failure, exponential backoff prevents thundering herd problems: |
| 430 | |
| 431 | |
| 432 | function getReconnectDelay(attempt, baseDelay = 1000, maxDelay = 30000) { |
| 433 | const exponentialDelay = baseDelay * Math.pow(2, attempt); |
| 434 | const cappedDelay = Math.min(exponentialDelay, maxDelay); |
| 435 | // Add random jitter (0-100% of delay) to prevent synchronized reconnects |
| 436 | const jitter = cappedDelay * Math.random(); |
| 437 | return cappedDelay + jitter; |
| 438 | } |
| 439 | |
| 440 | |
| 441 | Without jitter, if a server restarts and 10,000 clients all reconnect simultaneously with the same backoff timing, the server faces a thundering herd of reconnection attempts. |
| 442 | |
| 443 | ### Message queuing during disconnection |
| 444 | |
| 445 | Queue outbound messages when disconnected and flush when reconnected: |
| 446 | |
| 447 | |
| 448 | class ResilientConnection { |
| 449 | constructor() { |
| 450 | this.queue = []; |
| 451 | this.connected = false; |
| 452 | } |
| 453 | |
| 454 | send(message) { |
| 455 | if (this.connected) { |
| 456 | this.transport.send(message); |
| 457 | } else { |
| 458 | this.queue.push(message); |
| 459 | if (this.queue.length > 1000) { |
| 460 | this.queue.shift(); // Prevent unbounded growth |
| 461 | } |
| 462 | } |
| 463 | } |
| 464 | |
| 465 | onReconnect() { |
| 466 | this.connected = true; |
| 467 | while (this.queue.length > 0) { |
| 468 | this.transport.send(this.queue.shift()); |
| 469 | } |
| 470 | } |
| 471 | } |
| 472 | |
| 473 | |
| 474 | ### Connection lifecycle on mobile |
| 475 | |
| 476 | Mobile connections face unique challenges: |
| 477 | **Network switches:** WiFi to cellular transitions drop TCP connections |
| 478 | **Background tabs:** Browsers throttle or suspend timers and connections in background tabs |
| 479 | **Battery optimization:** OS may terminate background network activity |
| 480 | |
| 481 | Strategies: |
| 482 | Detect visibility changes with `document.visibilitychange` and reconnect when returning to foreground |
| 483 | Use shorter heartbeat intervals on mobile to detect dead connections faster |
| 484 | Implement message ID tracking so the server can resume from the last acknowledged message |
| 485 | |
| 486 | |
| 487 | document.addEventListener('visibilitychange', () => { |
| 488 | if (document.visibilityState === 'visible') { |
| 489 | // Tab became visible -- check connection health |
| 490 | if (!isConnectionAlive()) { |
| 491 | reconnect(); |
| 492 | } |
| 493 | } |
| 494 | }); |
| 495 | |
| 496 | |
| 497 | ## Scaling Real-Time Systems |
| 498 | |
| 499 | ### Horizontal scaling with pub/sub |
| 500 | |
| 501 | WebSocket connections are stateful -- a client connects to a specific server instance. To scale horizontally, use a pub/sub broker: |
| 502 | |
| 503 | |
| 504 | Client A → Server 1 ←→ Redis Pub/Sub ←→ Server 2 → Client B |
| 505 | Client C → Server 1 ←→ or NATS ←→ Server 3 → Client D |
| 506 | |
| 507 | |
| 508 | When Client A sends a message, Server 1 publishes it to Redis. All servers subscribed to that channel receive it and forward to their connected clients. |
| 509 | |
| 510 | ### Connection limits |
| 511 | |
| 512 | Each WebSocket connection consumes: |
| 513 | A file descriptor on the server |
| 514 | Memory for the connection state |
| 515 | CPU for message processing |
| 516 | |
| 517 | Practical limits: |
| 518 | A single Node.js process can handle ~50,000-100,000 concurrent WebSocket connections (depending on message rate) |
| 519 | Use connection limits and load balancing to distribute connections |
| 520 | Consider connection pooling for services that broadcast to many clients |
| 521 | |
| 522 | ### Load balancing considerations |
| 523 | |
| 524 | **Sticky sessions:** Required for WebSocket and long polling (the same client must reach the same server) |
| 525 | **Connection draining:** When scaling down, drain connections gracefully before terminating a server instance |
| 526 | **Health checks:** Exclude servers with too many connections or high latency from the load balancer pool |
| 527 | |
| 528 | The choice of real-time transport should be driven by requirements, not technology preferences. SSE handles most server-push use cases with far less complexity than WebSocket. WebSocket is essential for bidirectional, low-latency communication. WebRTC is specialized for peer-to-peer media. Long polling is the universal fallback. |
| 529 |
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