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Convenient websocket handler for all platforms (both IO and web/HTML). Websocket messages routing, statuses and other features have easy-to-use interface.

websocket_universal #

CHECKOUT

Easy-to-use interface: #

  1. Easy-to-use websocket methods and usage examples included!
  2. Universal socket status changes stream.
  3. Ping delay measurement and easy setup for ping/pong interaction with server!
  4. Auto-reconnection feature for IWebSocketHandler ws handler.

#1 Simple example with String messages (from and to server): #

You don't need your own ws server to run this code.
Example postman echo server is used in this example.

  1. Send message to server using sendMessage(Y messageToServer) and listen messages coming from server using incomingMessagesStream
  2. Listen to websocket states socketStateStream or all events that are happening logEventStream. Define how you process your messages to and from server and ping/pong interaction using IMessageProcessor<Tin,Yout> generic interface or use convinient SocketMessageProcessor implementation (see example #2).
import 'package:websocket_universal/websocket_universal.dart';

/// Example works with Postman Echo server
void main() async {
  /// Postman echo ws server (you can use your own server URI)
  /// 'wss://ws.postman-echo.com/raw'
  /// For local server it could look like 'ws://127.0.0.1:42627/websocket'
  const websocketConnectionUri = 'wss://ws.postman-echo.com/raw';
  const textMessageToServer = 'Hello server!';
  const connectionOptions = SocketConnectionOptions(
    pingIntervalMs: 3000, // send Ping message every 3000 ms
    timeoutConnectionMs: 4000, // connection fail timeout after 4000 ms
    /// see ping/pong messages in [logEventStream] stream
    skipPingMessages: false,

    /// Set this attribute to `true` if do not need any ping/pong
    /// messages and ping measurement. Default is `false`
    pingRestrictionForce: false,
  );

  /// Example with simple text messages exchanges with server
  /// (not recommended for applications)
  /// [<String, String>] generic types mean that we receive [String] messages
  /// after deserialization and send [String] messages to server.
  final IMessageProcessor<String, String> textSocketProcessor =
      SocketSimpleTextProcessor();
  final textSocketHandler = IWebSocketHandler<String, String>.createClient(
    websocketConnectionUri, // Postman echo ws server
    textSocketProcessor,
    connectionOptions: connectionOptions,
  );

  // Listening to webSocket status changes
  textSocketHandler.socketHandlerStateStream.listen((stateEvent) {
    // ignore: avoid_print
    print('> status changed to ${stateEvent.status}');
  });

  // Listening to server responses:
  textSocketHandler.incomingMessagesStream.listen((inMsg) {
    // ignore: avoid_print
    print('> webSocket  got text message from server: "$inMsg" '
        '[ping: ${textSocketHandler.pingDelayMs}]');
  });

  // Listening to debug events inside webSocket
  textSocketHandler.logEventStream.listen((debugEvent) {
    // ignore: avoid_print
    print('> debug event: ${debugEvent.socketLogEventType}'
        ' [ping=${debugEvent.pingMs} ms]. Debug message=${debugEvent.message}');
  });

  // Listening to outgoing messages:
  textSocketHandler.outgoingMessagesStream.listen((inMsg) {
    // ignore: avoid_print
    print('> webSocket sent text message to   server: "$inMsg" '
        '[ping: ${textSocketHandler.pingDelayMs}]');
  });

  // Connecting to server:
  final isTextSocketConnected = await textSocketHandler.connect();
  if (!isTextSocketConnected) {
    // ignore: avoid_print
    print('Connection to [$websocketConnectionUri] failed for some reason!');
    return;
  }

  textSocketHandler.sendMessage(textMessageToServer);

  await Future<void>.delayed(const Duration(seconds: 30));
  // Disconnecting from server:
  await textSocketHandler.disconnect('manual disconnect');
  // Disposing webSocket:
  textSocketHandler.close();
}

You don't need your own ws server to run this code.
Example postman echo server is used in this example.

import 'package:websocket_universal/websocket_universal.dart';

void main() async {
  /// Postman echo ws server (you can use your own server URI)
  /// For local server it could look like 'ws://127.0.0.1:42627/websocket'
  const websocketConnectionUri = 'wss://ws.postman-echo.com/raw';
  const textMessageToServer = 'Hello server!';
  const connectionOptions = SocketConnectionOptions(
    pingIntervalMs: 3000, // send Ping message every 3000 ms
    timeoutConnectionMs: 4000, // connection fail timeout after 4000 ms
    /// see ping/pong messages in [logEventStream] stream
    skipPingMessages: false,
  );

  /// Complex example:
  /// Example using [ISocketMessage] and [IMessageToServer]
  /// (recommended for applications, server must deserialize
  /// [ISocketMessage] serialized string to [ISocketMessage] object)
  final IMessageProcessor<ISocketMessage<Object?>, IMessageToServer>
      messageProcessor = SocketMessageProcessor();
  final socketHandler =
      IWebSocketHandler<ISocketMessage<Object?>, IMessageToServer>.createClient(
    websocketConnectionUri,
    messageProcessor,
    connectionOptions: connectionOptions,
  );

  // Listening to debug events inside webSocket
  socketHandler.logEventStream.listen((debugEvent) {
    // ignore: avoid_print
    print('> debug event: ${debugEvent.socketLogEventType}'
        ' ping=${debugEvent.pingMs} ms. Debug message=${debugEvent.message}');
  });

  // Listening to webSocket status changes
  socketHandler.socketStateStream.listen((stateEvent) {
    // ignore: avoid_print
    print('> status changed to ${stateEvent.status}');
  });

  // [IMessageToServer] also implements [ISocketMessage] interface.
  // So basically we are sending and receiving equally-typed messages.
  const messageTypeStr = '[ISocketMessage]';
  // Listening to server responses:
  socketHandler.incomingMessagesStream.listen((inMsg) {
    // ignore: avoid_print
    print('> webSocket  got $messageTypeStr: $inMsg');
  });

  // Listening to outgoing messages:
  socketHandler.outgoingMessagesStream.listen((inMsg) {
    // ignore: avoid_print
    print('> webSocket sent $messageTypeStr: $inMsg');
  });

  // Connecting to server:
  final isConnected = await socketHandler.connect();

  if (!isConnected) {
    // ignore: avoid_print
    print('Connection to [$websocketConnectionUri] failed for some reason!');
    return;
  }

  // Sending message with routing path 'test' and simple JSON payload:
  final outMsg = MessageToServerImpl.onlyHost(
    host: 'test',
    data: '{"payload": "$textMessageToServer"}',
    error: null,
  );
  socketHandler.sendMessage(outMsg);

  await Future<void>.delayed(const Duration(seconds: 8));
  // Disconnecting from server:
  await socketHandler.disconnect('manual disconnect');
  // Disposing webSocket:
  socketHandler.close();
}

#3 Handling byte messages (from and to server) on client side: #

import 'dart:convert';

import 'package:websocket_universal/websocket_universal.dart';

/// Bytes array example:
void main() async {
  /// For getting/answering byte-array messages (`List<int> in dart`)
  /// you will need your own server and handle messages as byte-arrays
  /// on the backend side too. On client side it will look like this:
  const websocketLocalExample = 'ws://127.0.0.1:42627/websocket';
  const textMessageToServer = 'Hello server!';
  const connectionOptions = SocketConnectionOptions(
    pingIntervalMs: 3000, // send Ping message every 3000 ms
    timeoutConnectionMs: 4000, // connection fail timeout after 4000 ms
    /// see ping/pong messages in [logEventStream] stream
    skipPingMessages: false,
  );

  final IMessageProcessor<List<int>, List<int>> bytesSocketProcessor =
      SocketSimpleBytesProcessor();
  final bytesSocketHandler =
      IWebSocketHandler<List<int>, List<int>>.createClient(
    websocketLocalExample, // Local ws server
    bytesSocketProcessor,
    connectionOptions: connectionOptions,
  );

  // Listening to debug events inside webSocket
  bytesSocketHandler.logEventStream.listen((debugEvent) {
    // ignore: avoid_print
    print('> debug event: ${debugEvent.socketLogEventType}'
        ' ping=${debugEvent.pingMs} ms. Debug message=${debugEvent.message}');
  });

  // Listening to server responses:
  bytesSocketHandler.incomingMessagesStream.listen((inMsg) {
    // ignore: avoid_print
    print('> webSocket  got bytes message from server: "$inMsg"');
  });

  // Listening to outgoing messages:
  bytesSocketHandler.outgoingMessagesStream.listen((inMsg) {
    // ignore: avoid_print
    print('> webSocket sent bytes message to   server: "$inMsg"');
  });

  // Connecting to server:
  final isBytesSocketConnected = await bytesSocketHandler.connect();
  if (!isBytesSocketConnected) {
    // ignore: avoid_print
    print('Connection to [$websocketLocalExample] for bytesSocketHandler '
        'failed for some reason!');
    return;
  }
  final bytesMessage = utf8.encode(textMessageToServer);
  //textMessageToServer
  bytesSocketHandler.sendMessage(bytesMessage);

  await Future<void>.delayed(const Duration(seconds: 7));
  // Disconnecting from server:
  await bytesSocketHandler.disconnect('manual disconnect');
  // Disposing webSocket:
  bytesSocketHandler.close();
}

#4 Advanced ISocketMessage handling. Composite server response example: #

import 'dart:convert';

import 'package:websocket_universal/websocket_universal.dart';

void main() async {
  /// Postman echo ws server (you can use your own server URI)
  /// For local server it could look like 'ws://127.0.0.1:42627/websocket'
  const websocketConnectionUri = 'wss://ws.postman-echo.com/raw';
  const connectionOptions = SocketConnectionOptions(
    pingIntervalMs: 3000, // send Ping message every 3000 ms
    timeoutConnectionMs: 4000, // connection fail timeout after 4000 ms
    /// see ping/pong messages in [logEventStream] stream
    skipPingMessages: false,
  );

  /// Complex example:
  /// Example using [ISocketMessage] and [IMessageToServer]
  /// (recommended for applications, server must deserialize
  /// [ISocketMessage] serialized string to [ISocketMessage] object)
  final IMessageProcessor<ISocketMessage<Object?>, IMessageToServer>
      messageProcessor = SocketMessageProcessor();
  final socketHandler =
      IWebSocketHandler<ISocketMessage<Object?>, IMessageToServer>.createClient(
    websocketConnectionUri,
    messageProcessor,
    connectionOptions: connectionOptions,
  );

  /// Creating websocket_manager:
  /// `ISocketManagerMiddleware` processes requests before sending and
  /// after receiving ISocketMessage. See test implementation for details.
  final ISocketManagerMiddleware middleware = SocketManagerMiddleware();
  final IWebSocketRequestManager requestManager = WebSocketRequestManager(
    middleware: middleware,
    webSocketHandler: socketHandler,
  );
  final IWebSocketDataBridge dataBridge = WebSocketDataBridge(requestManager);

  ///
  // Connecting to server:
  final isConnected = await socketHandler.connect();

  if (!isConnected) {
    // ignore: avoid_print
    print('Connection to [$websocketConnectionUri] failed for some reason!');
    return;
  }

  // Sending message with routing path 'test' and simple JSON payload:
  final requestGame = MessageToServerImpl.duo(
    host: TestDecoder.host,
    topic1: CustomGameModel.topic1,
    data: jsonEncode(
      const CustomGameModel(
        name: 'MakeWorld strategy',
        playersAmount: 8,
      ),
    ),
    error: null,
  );
  final socketRequest = SocketRequest(requestMessage: requestGame);

  final result =
      await dataBridge.singleRequestFull<CustomGameModel>(socketRequest);
  // ignore: avoid_print
  print('Got result: ${result.data}');

  final outMsgList = MessageToServerImpl.duo(
    host: TestDecoder.host,
    topic1: CustomGameModel.topic1List,
    data: jsonEncode([
      const CustomGameModel(
        name: 'MakeWorld strategy',
        playersAmount: 8,
      ),
      const CustomGameModel(
        name: 'New patch',
        playersAmount: 4,
      ),
    ]),
    error: null,
  );
  final socketRequestList = SocketRequest(requestMessage: outMsgList);

  final listResult = await dataBridge
      .singleRequestFull<List<CustomGameModel>>(socketRequestList);
  // ignore: avoid_print
  print('Got list result: ${listResult.data}');

  // Creating composite request with 2 response topics required
  final topicSingle = SocketTopicImpl.duo(
    host: TestDecoder.host,
    topic1: CustomGameModel.topic1,
  );
  final topicList = SocketTopicImpl.duo(
    host: TestDecoder.host,
    topic1: CustomGameModel.topic1List,
  );
  // Assemple composite request, that, in fact, requests CustomGameModel
  // using [requestGame] to request single game and awaits to receive 2 topics
  // from server: [topicSingle] and [topicList]
  final compositeRequest = SocketRequest(
    requestMessage: requestGame,
    responseTopics: {topicSingle, topicList},
  );
  // Running task:
  final compositeTask = dataBridge.compositeRequest(compositeRequest);
  // Emulating server 2nd response (real server should response with 2
  // messages without 2nd request)
  dataBridge.requestData(socketRequestList);
  final compositeResp = await compositeTask;

  // In result we can get multiple results from composite response:
  final responseOne = compositeResp.getData<CustomGameModel>();
  final responseTwo = compositeResp.getData<List<CustomGameModel>>();

  // ignore: avoid_print
  print('Got composite result. Answers = ${compositeResp.dataCached.length}'
      '[$responseOne] and [$responseTwo]');

  // Disconnecting from server:
  await socketHandler.disconnect('manual disconnect');
  // Disposing webSocket:
  requestManager.close();
  socketHandler.close();
}

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Publisher

verified publisherdvmatyun.ru

Convenient websocket handler for all platforms (both IO and web/HTML). Websocket messages routing, statuses and other features have easy-to-use interface.

Repository (GitHub)
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License

unknown (license)

Dependencies

json_annotation, meta

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