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WebSocket 学习笔记--IE,IOS,Android等设备的兼容性问题与代码实现

 2 years ago
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公司最近准备将一套产品放到Andriod和IOS上面去,为了统一应用的开发方式,决定用各平台APP嵌套一个HTML5浏览器来实现,其中数据通信,准备使用WebSocket的方式。于是,我开始在各大浏览器上测试。

 二、协议分析

2.1 WebSocket的请求包

首先把原来做Socket通信的程序拿出来,跟踪下浏览器在WebSocket应用请求服务端的时候发的数据包的内容:

IE11:

GET /chat HTTP/1.1
Origin: http://localhost
Sec-WebSocket-Key: 98JFoEb6pMLFYhAQATn6hw==
Connection: Upgrade
Upgrade: Websocket
Sec-WebSocket-Version: 13
User-Agent: Mozilla/5.0 (Windows NT 6.3; Trident/7.0; rv:11.0) like Gecko
Host: 127.0.0.1:1333
Cache-Control: no-cache
Cookie: s_pers=%20s_20s_nr%3D1390552565333-Repeat%7C1422088565333%3B

FireFox 26.0:

GET /chat HTTP/1.1
Host: 127.0.0.1:1333
User-Agent: Mozilla/5.0 (Windows NT 6.3; rv:26.0) Gecko/20100101 Firefox/26.0
Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8
Accept-Language: zh-cn,zh;q=0.8,en-us;q=0.5,en;q=0.3
Accept-Encoding: gzip, deflate
Sec-WebSocket-Version: 13
Origin: http://localhost
Sec-WebSocket-Key: kO4aF1Gpm1mBwOr6j30h0Q==
Connection: keep-alive, Upgrade
Pragma: no-cache
Cache-Control: no-cache
Upgrade: websocket

Google Chrome 33.0.1707.0 :

GET /chat HTTP/1.1
Upgrade: websocket
Connection: Upgrade
Host: 127.0.0.1:1333
Origin: http://192.168.137.1
Pragma: no-cache
Cache-Control: no-cache
Sec-WebSocket-Key: NvxdeWLLsLXkt5DirLJ1yA==
Sec-WebSocket-Version: 13
Sec-WebSocket-Extensions: permessage-deflate; client_max_window_bits, x-webkit-deflate-frame
User-Agent: Mozilla/5.0 (Windows NT 6.3) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/33.0.1707.0 Safari/537.36

Apple Safari 5.1.7(7534.57.2)Windows 版本

GET /chat HTTP/1.1
Upgrade: WebSocket
Connection: Upgrade
Host: 127.0.0.1:1333
Origin: http://localhost
Sec-WebSocket-Key1: 25 58   510 64   > =  7
Sec-WebSocket-Key2: 13q9% 974M${fdj6 2`Qn32

�����R�q

分析了下这几种不同的浏览器,除了 Safari,其它均使用了最新的 WebSocket版本 即
Sec-WebSocket-Version: 13

但是 Safrai 使用的还是老式的 WebSocket 7.5-7.6版本。

有下面一些文章,对于WebSocket的版本进行了说明:

WebSocket握手总结 http://www.hoverlees.com/blog/?p=1413

基于Websocket草案10协议的升级及基于Netty的握手实现         http://blog.csdn.net/fenglibing/article/details/6852497

WebSocket握手协议 http://blog.163.com/liwei1987821@126/blog/static/17266492820133190211333/

2.2,IE 对WebSocket的支持问题

这里有必要单独拿出来说,IE10以后才支持HTML5,因此也要这个版本后的浏览器才支持WebSocket,所以默认的Win7下面的浏览器都没法支持。我测试用的是Win8.1的IE11,可以支持WebSocket,效果跟FireFox、Chrome一样,但有一个恼火的问题,IE的WebSocket它会自动向服务器端发起“心跳包”,而此时服务端使用SockeAsyncEventArgs 组件,会出问题,需要客户端多次发数据之后,才会取到正确的客户端请求的数据。

另外,.NET 4.5内置支持了WebSocket,但要求操作系统是Win8或者 Server2012以上的版本。所以如果生产环境的服务器没有这么新,那么WebSocketServer只有自己写了。

2.3,IOS系统上WebSoket问题

Apple 内置的浏览器就是 Safrai,那么IOS上面的浏览器 支持的 WebSocket 版本怎么样呢 ?

找了下同事的 iPhone 4s,IOS 7.0.1 的版本 ,经过测试 ,正常,跟其它浏览器一样,但不知道其它版本的IOS下面的浏览器支持得 怎么样。这就奇怪了,为何Windows 桌面版本的Safrai 不行呢 ?

2.4,安卓上的WebSocket问题

很不幸,目前安卓最新的版本 ,内置的浏览器插件仍然不支持WebSocket,而下载的QQ浏览器等是可以支持的。但是安卓上面的 App默认使用的都是 Andriod内核的浏览器插件,因此它们没法支持WebSocket。但是,既然是系统上面运行的 APP了,为何不直接走Socket 通信方式呢?同事说是为了2个平台能够使用同一套Web应用,毕竟应用嵌套在一个浏览器里面对于开发维护还是最方便的。

所以,解决的路径还是想办法让安卓的默认浏览器插件能够支持WebSocket,查找了下资料,大概有这些资料:

android怎么集成支持websocket的浏览器内核 http://www.oschina.net/question/1049351_116337

在android的webview中实现websocket http://xuepiaoqiyue.blog.51cto.com/4391594/1285791

但同事说,这些方法用过了,就是现在测试的效果,跟真正的WebSocket 兼容得不好,使用我的程序测试可以握手连接,但是解析内容上不成功。后来分析,是同事的程序对数据有特殊格式的要求,只要按照他的要求去分析,那么是可以解析得到正确的结果的。

三、WebSocket 服务端和客户端实现

最新的WebSocket 13 版本支持的服务端代码:

SocketServer 对于WebSocket信息的处理:

private void ProcessReceive(SocketAsyncEventArgs e)
        {
            // check if the remote host closed the connection
            AsyncUserToken token = (AsyncUserToken)e.UserToken;
            if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
            {
                //increment the count of the total bytes receive by the server
                Interlocked.Add(ref m_totalBytesRead, e.BytesTransferred);
                Console.WriteLine("The server has read a total of {0} bytes", m_totalBytesRead);

                //echo the data received back to the client
                //增加自定义处理
                string received = System.Text.Encoding.UTF8.GetString(e.Buffer, e.Offset, e.BytesTransferred);
                Byte[] sendBuffer = null;

                //IE:Upgrade:   Websocket
                //FireFox:      Upgrade: websocket
                //Chrome:       Upgrade: websocket
                if (received.IndexOf("Upgrade: websocket", StringComparison.OrdinalIgnoreCase) > 0)
                {
                    //Web Socket 初次连接
                    token.Name = "WebSocket";
                    Console.WriteLine("Accept WebSocket.");
                    sendBuffer=PackHandShakeData(GetSecKeyAccetp(received));
                    
                }
                else
                {
                    if (token.Name == "WebSocket")
                    {
                        string clientMsg;
                        if (e.Offset > 0)
                        {
                            byte[] buffer = new byte[e.BytesTransferred];
                            Array.Copy(e.Buffer, e.Offset, buffer, 0, buffer.Length);
                            clientMsg = AnalyticData(buffer, buffer.Length);

                            Console.WriteLine("--DEBUG:Web Socket Recive data offset:{0}--",e.Offset);
                        }
                        else
                        {
                            clientMsg = AnalyticData(e.Buffer, e.BytesTransferred);
                        }

                        Console.WriteLine("接受到客户端数据:" + clientMsg);
                        if (!string.IsNullOrEmpty(clientMsg))
                        {
                            //解析来的真正消息,执行服务器处理
                            //To Do
                            //
                            //发送数据
                            string sendMsg = "Hello," + clientMsg;
                            Console.WriteLine("发送数据:“" + sendMsg + "” 至客户端....");

                            sendBuffer = PackData(sendMsg);
                        }
                        else
                        {
                            sendBuffer = PackData("心跳包");
                        }
                        
                    }
                    else
                    {
                        Console.WriteLine("服务器接收到的数据:[{0}],将进行1000ms的处理。CurrentThread.ID:{1}", received, System.Threading.Thread.CurrentThread.ManagedThreadId);
                        System.Threading.Thread.Sleep(1000);
                        Console.WriteLine("线程{0} 任务处理结束,发送数据", System.Threading.Thread.CurrentThread.ManagedThreadId);

                        //  格式化数据后发回客户端。 
                        sendBuffer = Encoding.UTF8.GetBytes("Returning " + received);
                    }
                }

                //设置传回客户端的缓冲区。 
                e.SetBuffer(sendBuffer, 0, sendBuffer.Length);
                //结束
                bool willRaiseEvent = token.Socket.SendAsync(e);
                if (!willRaiseEvent)
                {
                    ProcessSend(e);
                }

            }
            else
            {
                CloseClientSocket(e);
            }
        }

下面是一些相关的WebSocket 处理代码,包括握手、打包数据等:

// <summary>
        /// 打包握手信息
        /// <remarks> http://www.hoverlees.com/blog/?p=1413 Safari 早期版本不支持标准的version 13,握手不成功。
        /// 据测试,最新的IOS 7.0 支持
        /// </remarks>
        /// </summary>
        /// <param name="secKeyAccept">Sec-WebSocket-Accept</param>
        /// <returns>数据包</returns>
        private static byte[] PackHandShakeData(string secKeyAccept)
        {
            var responseBuilder = new StringBuilder();
            responseBuilder.Append("HTTP/1.1 101 Switching Protocols" + Environment.NewLine);
            responseBuilder.Append("Upgrade: websocket" + Environment.NewLine);
            responseBuilder.Append("Connection: Upgrade" + Environment.NewLine);
            responseBuilder.Append("Sec-WebSocket-Accept: " + secKeyAccept + Environment.NewLine + Environment.NewLine);
            //如果把上一行换成下面两行,才是thewebsocketprotocol-17协议,但居然握手不成功,目前仍没弄明白!
            //responseBuilder.Append("Sec-WebSocket-Accept: " + secKeyAccept + Environment.NewLine);
            //responseBuilder.Append("Sec-WebSocket-Protocol: chat" + Environment.NewLine);

            return Encoding.UTF8.GetBytes(responseBuilder.ToString());
        }

        /// <summary>
        /// 生成Sec-WebSocket-Accept
        /// </summary>
        /// <param name="handShakeText">客户端握手信息</param>
        /// <returns>Sec-WebSocket-Accept</returns>
        private static string GetSecKeyAccetp(string handShakeText) //byte[] handShakeBytes, int bytesLength
        {
            //string handShakeText = Encoding.UTF8.GetString(handShakeBytes, 0, bytesLength);
            string key = string.Empty;
            Regex r = new Regex(@"Sec\-WebSocket\-Key:(.*?)\r\n");
            Match m = r.Match(handShakeText);
            if (m.Groups.Count != 0)
            {
                key = Regex.Replace(m.Value, @"Sec\-WebSocket\-Key:(.*?)\r\n", "$1").Trim();
            }
            byte[] encryptionString = SHA1.Create().ComputeHash(Encoding.ASCII.GetBytes(key + "258EAFA5-E914-47DA-95CA-C5AB0DC85B11"));
            return Convert.ToBase64String(encryptionString);
        }

        /// <summary>
        /// 解析客户端数据包
        /// </summary>
        /// <param name="recBytes">服务器接收的数据包</param>
        /// <param name="recByteLength">有效数据长度</param>
        /// <returns></returns>
        private static string AnalyticData(byte[] recBytes, int recByteLength)
        {
            if (recByteLength < 2) { return string.Empty; }

            bool fin = (recBytes[0] & 0x80) == 0x80; // 1bit,1表示最后一帧  
            if (!fin)
            {
                return string.Empty;// 超过一帧暂不处理 
            }

            bool mask_flag = (recBytes[1] & 0x80) == 0x80; // 是否包含掩码  
            if (!mask_flag)
            {
                return string.Empty;// 不包含掩码的暂不处理
            }

            int payload_len = recBytes[1] & 0x7F; // 数据长度  

            byte[] masks = new byte[4];
            byte[] payload_data;

            if (payload_len == 126)
            {
                Array.Copy(recBytes, 4, masks, 0, 4);
                payload_len = (UInt16)(recBytes[2] << 8 | recBytes[3]);
                payload_data = new byte[payload_len];
                Array.Copy(recBytes, 8, payload_data, 0, payload_len);

            }
            else if (payload_len == 127)
            {
                Array.Copy(recBytes, 10, masks, 0, 4);
                byte[] uInt64Bytes = new byte[8];
                for (int i = 0; i < 8; i++)
                {
                    uInt64Bytes[i] = recBytes[9 - i];
                }
                UInt64 len = BitConverter.ToUInt64(uInt64Bytes, 0);

                payload_data = new byte[len];
                for (UInt64 i = 0; i < len; i++)
                {
                    payload_data[i] = recBytes[i + 14];
                }
            }
            else
            {
                Array.Copy(recBytes, 2, masks, 0, 4);
                payload_data = new byte[payload_len];
                //修改,WebSocket如果自动触发了心跳,之后再发送数据,可能出错,增加下面的判断
                if (recBytes.Length < 6 + payload_len)
                    Array.Copy(recBytes, 6, payload_data, 0, recBytes.Length - 6); 
                else
                    Array.Copy(recBytes, 6, payload_data, 0, payload_len);

            }

            for (var i = 0; i < payload_len; i++)
            {
                payload_data[i] = (byte)(payload_data[i] ^ masks[i % 4]);
            }

            return Encoding.UTF8.GetString(payload_data);
        }


        /// <summary>
        /// 打包服务器数据
        /// </summary>
        /// <param name="message">数据</param>
        /// <returns>数据包</returns>
        private static byte[] PackData(string message)
        {
            byte[] contentBytes = null;
            byte[] temp = Encoding.UTF8.GetBytes(message);

            if (temp.Length < 126)
            {
                contentBytes = new byte[temp.Length + 2];
                contentBytes[0] = 0x81;
                contentBytes[1] = (byte)temp.Length;
                Array.Copy(temp, 0, contentBytes, 2, temp.Length);
            }
            else if (temp.Length < 0xFFFF)
            {
                contentBytes = new byte[temp.Length + 4];
                contentBytes[0] = 0x81;
                contentBytes[1] = 126;
                contentBytes[2] = (byte)(temp.Length & 0xFF);
                contentBytes[3] = (byte)(temp.Length >> 8 & 0xFF);
                Array.Copy(temp, 0, contentBytes, 4, temp.Length);
            }
            else
            {
                // 暂不处理超长内容  
            }

            return contentBytes;
        }  

测试配套的客户端 HTML代码:

<html>
<head>
    <meta charset="UTF-8">
    <title>Web sockets test</title>
    <script type="text/javascript">
        var ws;
        function ToggleConnectionClicked() {
            try {
                var ip = document.getElementById("txtIP").value;
                ws = new WebSocket("ws://" + ip + ":1333/chat"); //连接服务器    ws://localhost:1818/chat    
                    
                    ws.onopen = function(event){alert("已经与服务器建立了连接\r\n当前连接状态:"+this.readyState);};
                    ws.onmessage = function(event){alert("接收到服务器发送的数据:\r\n"+event.data);};
                    ws.onclose = function(event){alert("已经与服务器断开连接\r\n当前连接状态:"+this.readyState);};
                    ws.onerror = function(event){alert("WebSocket异常!");};
                } catch (ex) {
                    alert(ex.message);      
                }
        };

        function SendData() {
            try{
                ws.send("张三.");
            }catch(ex){
                alert(ex.message);
            }
        };

        function seestate(){
            alert(ws.readyState);
        }
       
    </script>
</head>
<body>
   Server IP:<input type="text" id="txtIP"  value="127.0.0.1"/> <button id='ToggleConnection' type="button" onclick='ToggleConnectionClicked();'>连接服务器</button><br /><br />
    <button id='ToggleConnection' type="button" onclick='SendData();'>发送我的名字:beston</button><br /><br />
    <button id='ToggleConnection' type="button" onclick='seestate();'>查看状态</button><br /><br />
</body>
</html>

 但是上面的代码依然无法处理IE的“心跳”数据引起的问题。此时需要修改一下WebSocket对接受到数据的处理方式,如果客户端发送的是无效的数据,比如IE的心跳数据 ,那么直接过滤,不写入任何数据,将服务端的代码做下面的修改即可:

               if (sendBuffer != null)
                {
                    //设置传回客户端的缓冲区。 
                    e.SetBuffer(sendBuffer, 0, sendBuffer.Length);
                    //结束
                    bool willRaiseEvent = token.Socket.SendAsync(e);
                    if (!willRaiseEvent)
                    {
                        ProcessSend(e);
                    }
                }
                else
                {
                    ProcessSend(e);
                }

这样,就得到了最终正确的结果了。此问题困扰了我好几天。下面是运行结果图:


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