b6f68628c0
* First pass at chat user registration and validation * Disable chat if the user is disabled/blocked or the server hits max connections * Handle dropping sockets if chat is disabled * Fix origin in automated chat test * Work for updated chat moderation * Chat message markdown rendering and fix tests * Put /api/chat behind a chat user access token. Closes #1085 * Reject blocked username changes * More WIP moderation * Defer configuring chat until we know if it is enabled. Closes #1135 * chat user blocking. Closes #1096 * Add tests around user access for #1096 * Add external integration chat message API + update integration auth middleware to pass along integration name. Closes #1092 * Delete old chat messages from db as to not hold on to excessive data. Closes #1152 * Add schema migration for messages. Closes #1155 * Commit updated API documentation * Add chat load test * Shared db mutex and db optimizations * Simplify past display name handling * Use a new test db for each test run * Wire up the external messages actions + add tests for them * Move access tokens to be actual users * Run message pruning at launch + fix comparison * Do not return API users in disabled users response * Fix incorrect highlighting. Closes #1160 * Consolidate user table statements * Set the max process connection limit to 70% of maximum * Fix wrong old display name being returned in name change event * Delete the old chat server files * Wire back up the webhooks * Remove unused * Invalidate user cache on changes * Do not send rendered body as RawBody * Some cleanup * Standardize names for external API users to ExternalAPIUser * Do not log token * Checkout branch when building admin for testing * Bundle in dev admin for testing * Some cleanup * Cleanup js logs * Cleanup and standardize event names * Clean up some logging * Update API spec. Closes #1133 * Commit updated API documentation * Change paths to be better named * Commit updated API documentation * Update admin bundle * Fix duplicate event name * Rename scope var * Update admin bundle * Move connected clients controller into admin package * Fix collecting usernames for autocomplete purposes * No longer generate username when it is empty * Sort clients and users by timestamp * Move file to admin controller package * Swap, so the comments stay correct Co-authored-by: Jannik <jannik@outlook.com> * Use explicit type alias Co-authored-by: Jannik <jannik@outlook.com> * Remove commented code. Co-authored-by: Jannik <jannik@outlook.com> * Cleanup test * Remove some extra logging * Add some clarity * Update dev instance of admin for testing * Consolidate lines Co-authored-by: Jannik <jannik@outlook.com> * Remove commented unused vars Co-authored-by: Jannik <jannik@outlook.com> * Until needed do not return IP address with client list * Fix typo of wrong var * Typo led to a bad test. Fix typo and fix test. * Guard against the socket reconnecting on error if previously set to shutdown * Do not log access tokens * Return success message on enable/disable user * Clean up some inactionable error messages. Sent ban message. Sort banned users. * fix styling for when chat is completely disabled * Unused * guard against nil clients * Update dev admin bundle * Do not unhide messages when unblocking user just to be safe. Send removal action from the controller * Add convinience function for getting active connections for a single user * Lock db on these mutations * Cleanup force disconnect using GetClientsForUser and capture client reference explicitly * No longer re-showing banned user messages for safety. Removing this test. * Remove no longer needed comment * Tweaks to forbidden username handling. - Standardize naming to not use "block" but "forbidden" instead. - Pass array over the wire instead of string. - Add API test - Fix default list incorrectly being appended to custom list. * Logging cleanup * Update dev admin bundle * Add an artificial delay in order to visually see message being hidden when testing * Remove the user cache as it is a premature optimization * When connected to chat let the user know their current user details to sync the username in the UI * On connected send current display name back to client. - Move name change out of chat component. - Add additional event type constants. * Fix broken workflow due to typo * Troubleshoot workflow * Bump htm from 3.0.4 to 3.1.0 in /build/javascript (#1181) * Bump htm from 3.0.4 to 3.1.0 in /build/javascript Bumps [htm](https://github.com/developit/htm) from 3.0.4 to 3.1.0. - [Release notes](https://github.com/developit/htm/releases) - [Commits](https://github.com/developit/htm/compare/3.0.4...3.1.0) --- updated-dependencies: - dependency-name: htm dependency-type: direct:production update-type: version-update:semver-minor ... Signed-off-by: dependabot[bot] <support@github.com> * Run npm run build and update libraries Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Gabe Kangas <gabek@real-ity.com> * Commit updated Javascript packages * Re-send current user info when a rejected name change takes place * All socket writes should be through the send chan and not directly * Seed the random generator * Add keys and indexes to users table * a util to generate consistent emoji markup * console clean up * mod tidy * Commit updated API documentation * Handle the max payload size of a socket message. - Only close socket if x2 greater than the max size. - Send the user a message if a message is too large. - Surface the max size in bytes in the config. * Update admin bundle * Force all events to be sent in their own socket message and do not concatinate in a single message * Update chat embed to register for access token * Use a different access token for embed chat * Update the chat message bubble background color to be bolder * add base tag to open links in new window, closes #1220 * Support text input of :emoji: in chat (#1190) * Initial implementation of emoji injection * fix bookkeeping with multiple emoji * make the emoji lookup case-insensitive * try another solution for Caretposition * add title to emojis minor refactoring * bind moji injection to InputKeyUp * simplify the code replace all found emojis * inject emoji if the modifer is released earlier * more efficient emoji tag search * use json emoji.emoji as url * use createEmojiMarkup() * move emojify() to chat.js * emojify on paste * cleanup emoji titles in paste * update inputText in InputKeyup * mark emoji titles with 2*zwnj this way paste cleanup will not interfere with text which include zwnj * emoji should not change the inputText * Do not show join messages when chat is offline. Closes #1224 - Show stream starting/ending messages in chat. - When stream starts show everyone the welcome message. * Force scrolling chat to bottom after history is populated regardless of scroll position. Closes https://github.com/owncast/owncast/issues/1222 * use maxSocketPayloadSize to calculate total bytes of message payload (#1221) * utilize maxSocketPayloadSize from config; update chatInput to calculate based on that value instead of text value; remove usage of inputText for counting * add a buffer to account for entire websocket payload for message char counting; trim nbsp;'s from ends of messages when calculating count Co-authored-by: Gabe Kangas <gabek@real-ity.com> Co-authored-by: Owncast <owncast@owncast.online> Co-authored-by: Jannik <jannik@outlook.com> Co-authored-by: Ginger Wong <omqmail@gmail.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Meisam <39205857+MFTabriz@users.noreply.github.com>
188 lines
5.0 KiB
JavaScript
188 lines
5.0 KiB
JavaScript
import { URL_WEBSOCKET } from './constants.js';
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/**
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* These are the types of messages that we can handle with the websocket.
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* Mostly used by `websocket.js` but if other components need to handle
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* different types then it can import this file.
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*/
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export const SOCKET_MESSAGE_TYPES = {
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CHAT: 'CHAT',
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PING: 'PING',
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NAME_CHANGE: 'NAME_CHANGE',
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PONG: 'PONG',
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SYSTEM: 'SYSTEM',
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USER_JOINED: 'USER_JOINED',
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CHAT_ACTION: 'CHAT_ACTION',
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CONNECTED_USER_INFO: 'CONNECTED_USER_INFO',
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ERROR_USER_DISABLED: 'ERROR_USER_DISABLED',
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ERROR_NEEDS_REGISTRATION: 'ERROR_NEEDS_REGISTRATION',
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ERROR_MAX_CONNECTIONS_EXCEEDED: 'ERROR_MAX_CONNECTIONS_EXCEEDED',
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};
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export const CALLBACKS = {
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RAW_WEBSOCKET_MESSAGE_RECEIVED: 'rawWebsocketMessageReceived',
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WEBSOCKET_CONNECTED: 'websocketConnected',
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}
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const TIMER_WEBSOCKET_RECONNECT = 5000; // ms
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export default class Websocket {
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constructor(accessToken) {
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this.websocket = null;
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this.websocketReconnectTimer = null;
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this.accessToken = accessToken;
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this.websocketConnectedListeners = [];
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this.websocketDisconnectListeners = [];
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this.rawMessageListeners = [];
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this.send = this.send.bind(this);
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this.createAndConnect = this.createAndConnect.bind(this);
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this.scheduleReconnect = this.scheduleReconnect.bind(this);
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this.shutdown = this.shutdown.bind(this);
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this.isShutdown = false;
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this.createAndConnect();
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}
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createAndConnect() {
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const url = new URL(URL_WEBSOCKET);
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url.searchParams.append('accessToken', this.accessToken);
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const ws = new WebSocket(url.toString());
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ws.onopen = this.onOpen.bind(this);
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ws.onclose = this.onClose.bind(this);
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ws.onerror = this.onError.bind(this);
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ws.onmessage = this.onMessage.bind(this);
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this.websocket = ws;
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}
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// Other components should register for websocket callbacks.
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addListener(type, callback) {
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if (type == CALLBACKS.WEBSOCKET_CONNECTED) {
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this.websocketConnectedListeners.push(callback);
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} else if (type == CALLBACKS.WEBSOCKET_DISCONNECTED) {
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this.websocketDisconnectListeners.push(callback);
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} else if (type == CALLBACKS.RAW_WEBSOCKET_MESSAGE_RECEIVED) {
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this.rawMessageListeners.push(callback);
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}
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}
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// Interface with other components
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// Outbound: Other components can pass an object to `send`.
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send(message) {
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// Sanity check that what we're sending is a valid type.
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if (!message.type || !SOCKET_MESSAGE_TYPES[message.type]) {
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console.warn(
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`Outbound message: Unknown socket message type: "${message.type}" sent.`
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);
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}
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const messageJSON = JSON.stringify(message);
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this.websocket.send(messageJSON);
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}
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shutdown() {
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this.isShutdown = true;
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this.websocket.close();
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}
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// Private methods
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// Fire the callbacks of the listeners.
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notifyWebsocketConnectedListeners(message) {
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this.websocketConnectedListeners.forEach(function (callback) {
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callback(message);
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});
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}
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notifyWebsocketDisconnectedListeners(message) {
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this.websocketDisconnectListeners.forEach(function (callback) {
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callback(message);
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});
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}
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notifyRawMessageListeners(message) {
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this.rawMessageListeners.forEach(function (callback) {
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callback(message);
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});
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}
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// Internal websocket callbacks
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onOpen(e) {
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if (this.websocketReconnectTimer) {
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clearTimeout(this.websocketReconnectTimer);
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}
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this.notifyWebsocketConnectedListeners();
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}
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onClose(e) {
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// connection closed, discard old websocket and create a new one in 5s
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this.websocket = null;
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this.notifyWebsocketDisconnectedListeners();
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this.handleNetworkingError('Websocket closed.');
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if (!this.isShutdown) {
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this.scheduleReconnect();
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}
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}
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// On ws error just close the socket and let it re-connect again for now.
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onError(e) {
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this.handleNetworkingError(`Socket error: ${JSON.parse(e)}`);
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this.websocket.close();
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if (!this.isShutdown) {
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this.scheduleReconnect();
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}
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}
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scheduleReconnect() {
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this.websocketReconnectTimer = setTimeout(
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this.createAndConnect,
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TIMER_WEBSOCKET_RECONNECT
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);
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}
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/*
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onMessage is fired when an inbound object comes across the websocket.
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If the message is of type `PING` we send a `PONG` back and do not
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pass it along to listeners.
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*/
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onMessage(e) {
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try {
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var model = JSON.parse(e.data);
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} catch (e) {
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// console.log(e, e.data);
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return;
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}
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if (!model.type) {
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console.error("No type provided", model);
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return;
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}
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// Send PONGs
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if (model.type === SOCKET_MESSAGE_TYPES.PING) {
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this.sendPong();
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return;
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}
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// Notify any of the listeners via the raw socket message callback.
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this.notifyRawMessageListeners(model);
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}
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// Reply to a PING as a keep alive.
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sendPong() {
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const pong = { type: SOCKET_MESSAGE_TYPES.PONG };
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this.send(pong);
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}
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handleNetworkingError(error) {
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console.error(`Websocket Error. Chat is likely not working. Visit troubleshooting steps to resolve. https://owncast.online/docs/troubleshooting/#chat-is-disabled: ${error}`);
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}
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}
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