Design Patterns 的實戰應用紀錄
封裝 Socket.IO Client Library 需求時遇到的問題場景及解決方法應用到的 Design Patterns
Photo by Daniel McCullough
前言
此篇文章是真實的需求開發,所運用到 Design Pattern 解決問題的場景記錄;內容篇幅會涵蓋需求背景、實際遇到的問題場景 (What?)、為何要套用 Pattern 解決問題 (Why?)、實作上如何使用 (How?),建議可以從頭閱讀會比較有連貫性。
本文會介紹四個開發此需求遇到的場景及七個解決此場景的 Design Patterns 應用。
背景
組織架構
敝司於今年拆分出 Feature Teams (multiple) 與 Platform Team;前者不必多說主要負責使用者端需求、Platform Team 這邊則面對的是公司內部的成員,其中一個工作項目就是技術引入、基礎建設及做好系統性整合,為 Feature Teams 開發需求時先鋒鋪好道路。
當前需求
Feature Teams 要將原本的訊息功能 (進頁面打 API 拿訊息資料,要更新最新訊息只能重整) 改為 即時通訊 (能即時收到最新訊息、對傳訊息)。
Platform Team 工作
Platform Team 著重的點不只是當下的即時通訊需求,而是長遠的建設與複用性;評估後 webSocket 雙向通訊的機制在現代 App 中是不可或缺,除了此次的需求之外,以後也有很多機會都會用到,加上人力資源許可,故投入協助設計開發介面。
目標:
- 封裝 Pinkoi Server Side 與 Socket.IO 通訊、身份驗證邏輯
- 封裝 Socket.IO 煩瑣操作,提供基於 Pinkoi 商業需求的可擴充及方便使用介面
- 統一雙平台介面 (Socket.IO 的 Android 與 iOS Client Side Library 支援的功能及介面不相同)
- Feature 端無需了解 Socket.IO 機制
- Feature 端無需管理複雜的連線狀態
- 未來有 webSocket 雙向通訊需求能直接使用
時間及人力:
- iOS & Android 各投入一位
- 開發時程:時程 3 週
技術細節
Web & iOS & Android 三平台均會支援此 Feature;要引入 webSocket 雙向通訊協議來實現,後端預計直接使用 Socket.io 服務。
首先要說 Socket != WebSocket
關於 Socket 與 WebSocket 及技術細節可參考以下兩篇文章:
簡而言之:
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Socket 是 TCP/UDP 傳輸層的抽象封裝介面,而 WebSocket 是應用層的傳輸協議。
Socket 與 WebSocket 的關係就像狗跟熱狗的關係一樣,沒有關係。
Socket.IO 是 Engine.IO 的一層抽象操作封裝,Engine.IO 則是對 WebSocket 的使用封裝,每層只負責對上對下之間的交流,不允許貫穿操作(e.g. Socket.IO 直接操作 WebSocket 連線)。
Socket.IO/Engine.IO 除了基本的 WebSocket 連線外還實做了很多方便好用的功能集合(e.g. 離線發送 Event 機制、類似 Http Request 機制、Room/Group 機制…等等)。
Platform Team 這層的主要職責是橋接 Socket.IO 與 Pinkoi Server Side 之間的邏輯,供應上層 Feature Teams 開發功能時使用。
Socket.IO Swift Client 有坑
- 已許久未更新 (最新一版還在 2019),不確定是否還有在維護。
- Client & Server Side Socket IO Version 要對齊,Server Side 可加上
{allowEIO3: true}
/ 或 Client Side 指定相同版本.version
否則怎麼連都連不上。 - 命名方式、介面與官網範例很多都對不起來。
- Socket.io 官網範例都是拿 Web 做介紹,實際上 Swift Client 並不一定有全支援官網寫的功能 。 此次實作發現 iOS 這邊 Library 並未實現離線發送 Event 機制 (我們是自行實現的,請往後繼續閱讀)
建議有要採用 Socket.IO 前先實驗看看你想要的機制是否支援。
Socket.IO Swift Client 是基於 Starscream WebSocket Library 的封裝,必要時可降級使用 Starscream。
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背景資訊補充到此結束,接下來進入正題。
Design Patterns
設計模式說穿了就只是軟體設計當中常見問題的解決方案,不一定要用設計模式才能開發、設計模式不一定能適用所有場景、也沒人說不能自行歸納出新的設計模式。
The Catalog of Design Patterns
但現有的設計模式 (The 23 Gang of Four Design Patterns) 已是軟體設計中的共同知識,只要提到 XXX Pattern 大家腦中就會有相應的架構藍圖,不需多做解釋、後續維護也比較好知道脈絡、且已是經過業界驗證的方法不太需要花時間審視物件依賴問題;在適合的場景選用適合的模式可以降低溝通及維護成本,提升開發效率。
設計模式可以組合使用,但不建議對現有設計模式魔改、強行為套用而套用、套用不符合分類的 Pattern (e.g. 用責任練模式來產生物件),會失去使用的意義更可能造成後續接手的人的誤會。
本篇會提到的 Design Patterns:
- Singleton Pattern
- Flywieght Pattern
- Factory Pattern
- Command Pattern
- Finite-State Machine + State Pattern
- Chain Of Resposibility
- Builder Pattern
會逐一在後面解釋什麼場境用了、為何要用。
本文著重在 Design Pattern 的應用,而非 Socket.IO 的操作,部分示例會因為描述方便而有所刪減, 無法適用真實的 Socket.IO 封裝 。
因篇幅有限,本文不會詳細介紹每個設計模式的架構,請先點各個模式的連結進入了解該模式的架構後再繼續閱讀。
Demo Code 會使用 Swift 撰寫。
需求場景 1.
What?
- 使用相同的 Path 在不同頁面、Object 請求 Connection 時能複用取得相同的物件。
- Connection 需為抽象介面,不直接依賴 Socket.IO Object
Why?
- 減少記憶體開銷及重複連線的時間、流量成本。
- 為未來抽換成其他框架預留空間
How?
- Singleton Pattern :創建型 Pattern,保證一個物件只會有一個實體。
- Flywieght Pattern :結構型 Pattern,基於共享多個物件相同的狀態,重複使用。
- Factory Pattern :創建型 Pattern,抽象物件產生方法,使其能在外部抽換。
實際案例使用:
- Singleton Pattern:
ConnectionManager
在 App Lifecycle 中僅存在一個的物件,用來管理Connection
取用操作。 - Flywieght Pattern:
ConnectionPool
顧名思義就是 Connection 的共用池子,統一從這個池子的方法拿出 Connection,其中邏輯就會包含當發現 URL Path 一樣時直接給予已經在池子裡的 Connection。ConnectionHandler
則做為Connection
的外在操作、狀態管理器。 - Factory Pattern:
ConnectionFactory
搭配上面 Flywieght Pattern 當發現池子沒有可複用的Connection
時則用此工廠介面去產生。
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import Combine
import Foundation
protocol Connection {
var url: URL {get}
var id: UUID {get}
init(url: URL)
func connect()
func disconnect()
func sendEvent(_ event: String)
func onEvent(_ event: String) -> AnyPublisher<Data?, Never>
}
protocol ConnectionFactory {
func create(url: URL) -> Connection
}
class ConnectionPool {
private let connectionFactory: ConnectionFactory
private var connections: [Connection] = []
init(connectionFactory: ConnectionFactory) {
self.connectionFactory = connectionFactory
}
func getOrCreateConnection(url: URL) -> Connection {
if let connection = connections.first(where: { $0.url == url }) {
return connection
} else {
let connection = connectionFactory.create(url: url)
connections.append(connection)
return connection
}
}
}
class ConnectionHandler {
private let connection: Connection
init(connection: Connection) {
self.connection = connection
}
func getConnectionUUID() -> UUID {
return connection.id
}
}
class ConnectionManager {
static let shared = ConnectionManager(connectionPool: ConnectionPool(connectionFactory: SIOConnectionFactory()))
private let connectionPool: ConnectionPool
private init(connectionPool: ConnectionPool) {
self.connectionPool = connectionPool
}
//
func requestConnectionHandler(url: URL) -> ConnectionHandler {
let connection = connectionPool.getOrCreateConnection(url: url)
return ConnectionHandler(connection: connection)
}
}
// Socket.IO Implementation
class SIOConnection: Connection {
let url: URL
let id: UUID = UUID()
required init(url: URL) {
self.url = url
//
}
func connect() {
//
}
func disconnect() {
//
}
func sendEvent(_ event: String) {
//
}
func onEvent(_ event: String) -> AnyPublisher<Data?, Never> {
//
return PassthroughSubject<Data?, Never>().eraseToAnyPublisher()
}
}
class SIOConnectionFactory: ConnectionFactory {
func create(url: URL) -> Connection {
//
return SIOConnection(url: url)
}
}
//
print(ConnectionManager.shared.requestConnectionHandler(url: URL(string: "wss://pinkoi.com/1")!).getConnectionUUID().uuidString)
print(ConnectionManager.shared.requestConnectionHandler(url: URL(string: "wss://pinkoi.com/1")!).getConnectionUUID().uuidString)
print(ConnectionManager.shared.requestConnectionHandler(url: URL(string: "wss://pinkoi.com/2")!).getConnectionUUID().uuidString)
// output:
// D99F5429-1C6D-4EB5-A56E-9373D6F37307
// D99F5429-1C6D-4EB5-A56E-9373D6F37307
// 599CF16F-3D7C-49CF-817B-5A57C119FE31
需求場景 2.
What?
如背景技術細節所述,Socket.IO Swift Client 的 Send Event
並不支援離線發送 (但 Web/Android 版的 Library 卻可以),因此 iOS 端需要自行實現此功能。
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神奇的是 Socket.IO Swift Client - onEvent 是支援離線訂閱的。
Why?
- 跨平台功能統一
- 程式碼容易理解
How?
- Command Pattern :行為型 Pattern,將操作包裝成對象,提供隊列、延遲、取消…等等集合操作。
- Command Pattern:
SIOManager
為與 Socket.IO 溝通的最底層封裝,其中的send
、request
方法都是對 Socket.IO Send Event 的操作,當發現當前 Socket.IO 處於斷線狀態,則將請求參數放到bufferedCommands
中,當連上之後就逐一拿出來處理 (First In First Out)。
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protocol BufferedCommand {
var sioManager: SIOManagerSpec? { get set }
var event: String { get }
func execute()
}
struct SendBufferedCommand: BufferedCommand {
let event: String
weak var sioManager: SIOManagerSpec?
func execute() {
sioManager?.send(event)
}
}
struct RequestBufferedCommand: BufferedCommand {
let event: String
let callback: (Data?) -> Void
weak var sioManager: SIOManagerSpec?
func execute() {
sioManager?.request(event, callback: callback)
}
}
protocol SIOManagerSpec: AnyObject {
func connect()
func disconnect()
func onEvent(event: String, callback: @escaping (Data?) -> Void)
func send(_ event: String)
func request(_ event: String, callback: @escaping (Data?) -> Void)
}
enum ConnectionState {
case created
case connected
case disconnected
case reconnecting
case released
}
class SIOManager: SIOManagerSpec {
var state: ConnectionState = .disconnected {
didSet {
if state == .connected {
executeBufferedCommands()
}
}
}
private var bufferedCommands: [BufferedCommand] = []
func connect() {
state = .connected
}
func disconnect() {
state = .disconnected
}
func send(_ event: String) {
guard state == .connected else {
appendBufferedCommands(connectionCommand: SendBufferedCommand(event: event, sioManager: self))
return
}
print("Send:\(event)")
}
func request(_ event: String, callback: @escaping (Data?) -> Void) {
guard state == .connected else {
appendBufferedCommands(connectionCommand: RequestBufferedCommand(event: event, callback: callback, sioManager: self))
return
}
print("request:\(event)")
}
func onEvent(event: String, callback: @escaping (Data?) -> Void) {
//
}
func appendBufferedCommands(connectionCommand: BufferedCommand) {
bufferedCommands.append(connectionCommand)
}
func executeBufferedCommands() {
// First in, first out
bufferedCommands.forEach { connectionCommand in
connectionCommand.execute()
}
bufferedCommands.removeAll()
}
func removeAllBufferedCommands() {
bufferedCommands.removeAll()
}
}
let manager = SIOManager()
manager.send("send_event_1")
manager.send("send_event_2")
manager.request("request_event_1") { _ in
//
}
manager.state = .connected
同理也可以實現到 onEvent
上。
延伸:可以再套用 Proxy Pattern ,將 Buffer 功能視為一種 Proxy。
需求場景 3.
What?
Connection 有多個狀態,有序的狀態與狀態間切換、各狀態允許不同的操作。
- Created:物件被建立,允許 ->
Connected
或直接進Disconnected
- Connected:已連上 Socket.IO,允許 ->
Disconnected
- Disconnected:已與 Socket.IO 斷線,允許 ->
Reconnectiong
、Released
- Reconnectiong:正在嘗試重新連上 Socket.IO,允許 ->
Connected
、Disconnected
- Released:物件已被標示為等待被記憶體回收,不允許任何操作及切換狀態
Why?
- 狀態與狀態的切換邏輯跟表述不容易
- 各狀態要限制操作方法(e.g. State = Released 時無法 Call Send Event),直接使用 if. .else 會讓程式難以維護閱讀
How?
- Finite State Machine :管理狀態間的切換
- State Pattern :行為型 Pattern,對象的狀態有變化時,有不同的相應處理
- Finite State Machine :
SIOConnectionStateMachine
為狀態機實作,currentSIOConnectionState
為當前狀態,created、connected、disconnected、reconnecting、released
表列出此狀態機可能的切換狀態。enterXXXState() throws
為從 Current State 進入某個狀態時的允許與不允許(throw error)實作。 - State Pattern :
SIOConnectionState
為所有狀態會用到的操作方法介面抽象。
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protocol SIOManagerSpec: AnyObject {
func connect()
func disconnect()
func onEvent(event: String, callback: @escaping (Data?) -> Void)
func send(_ event: String)
func request(_ event: String, callback: @escaping (Data?) -> Void)
}
enum ConnectionState {
case created
case connected
case disconnected
case reconnecting
case released
}
class SIOManager: SIOManagerSpec {
var state: ConnectionState = .disconnected {
didSet {
if state == .connected {
executeBufferedCommands()
}
}
}
private var bufferedCommands: [BufferedCommand] = []
func connect() {
state = .connected
}
func disconnect() {
state = .disconnected
}
func send(_ event: String) {
guard state == .connected else {
appendBufferedCommands(connectionCommand: SendBufferedCommand(event: event, sioManager: self))
return
}
print("Send:\(event)")
}
func request(_ event: String, callback: @escaping (Data?) -> Void) {
guard state == .connected else {
appendBufferedCommands(connectionCommand: RequestBufferedCommand(event: event, callback: callback, sioManager: self))
return
}
print("request:\(event)")
}
func onEvent(event: String, callback: @escaping (Data?) -> Void) {
//
}
func appendBufferedCommands(connectionCommand: BufferedCommand) {
bufferedCommands.append(connectionCommand)
}
func executeBufferedCommands() {
// First in, first out
bufferedCommands.forEach { connectionCommand in
connectionCommand.execute()
}
bufferedCommands.removeAll()
}
func removeAllBufferedCommands() {
bufferedCommands.removeAll()
}
}
let manager = SIOManager()
manager.send("send_event_1")
manager.send("send_event_2")
manager.request("request_event_1") { _ in
//
}
manager.state = .connected
//
class SIOConnectionStateMachine {
private(set) var currentSIOConnectionState: SIOConnectionState!
private var created: SIOConnectionState!
private var connected: SIOConnectionState!
private var disconnected: SIOConnectionState!
private var reconnecting: SIOConnectionState!
private var released: SIOConnectionState!
init() {
self.created = SIOConnectionCreatedState(stateMachine: self)
self.connected = SIOConnectionConnectedState(stateMachine: self)
self.disconnected = SIOConnectionDisconnectedState(stateMachine: self)
self.reconnecting = SIOConnectionReconnectingState(stateMachine: self)
self.released = SIOConnectionReleasedState(stateMachine: self)
self.currentSIOConnectionState = created
}
func enterConnected() throws {
if [created.connectionState, reconnecting.connectionState].contains(currentSIOConnectionState.connectionState) {
enter(connected)
} else {
throw SIOConnectionStateMachineError("\(currentSIOConnectionState.connectionState) can't enter to Connected")
}
}
func enterDisconnected() throws {
if [created.connectionState, connected.connectionState, reconnecting.connectionState].contains(currentSIOConnectionState.connectionState) {
enter(disconnected)
} else {
throw SIOConnectionStateMachineError("\(currentSIOConnectionState.connectionState) can't enter to Disconnected")
}
}
func enterReconnecting() throws {
if [disconnected.connectionState].contains(currentSIOConnectionState.connectionState) {
enter(reconnecting)
} else {
throw SIOConnectionStateMachineError("\(currentSIOConnectionState.connectionState) can't enter to Reconnecting")
}
}
func enterReleased() throws {
if [disconnected.connectionState].contains(currentSIOConnectionState.connectionState) {
enter(released)
} else {
throw SIOConnectionStateMachineError("\(currentSIOConnectionState.connectionState) can't enter to Released")
}
}
private func enter(_ state: SIOConnectionState) {
currentSIOConnectionState = state
}
}
protocol SIOConnectionState {
var connectionState: ConnectionState { get }
var stateMachine: SIOConnectionStateMachine { get }
init(stateMachine: SIOConnectionStateMachine)
func onConnected() throws
func onDisconnected() throws
func connect(socketManager: SIOManagerSpec) throws
func disconnect(socketManager: SIOManagerSpec) throws
func release(socketManager: SIOManagerSpec) throws
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws
func send(socketManager: SIOManagerSpec, event: String) throws
}
struct SIOConnectionStateMachineError: Error {
let message: String
init(_ message: String) {
self.message = message
}
var localizedDescription: String {
return message
}
}
class SIOConnectionCreatedState: SIOConnectionState {
let connectionState: ConnectionState = .created
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
try stateMachine.enterConnected()
}
func onDisconnected() throws {
try stateMachine.enterDisconnected()
}
func release(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ConnectedState can't release!")
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func send(socketManager: SIOManagerSpec, event: String) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func connect(socketManager: SIOManagerSpec) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func disconnect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("CreatedState can't disconnect!")
}
}
class SIOConnectionConnectedState: SIOConnectionState {
let connectionState: ConnectionState = .connected
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
//
}
func onDisconnected() throws {
try stateMachine.enterDisconnected()
}
func release(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ConnectedState can't release!")
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func send(socketManager: SIOManagerSpec, event: String) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func connect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ConnectedState can't connect!")
}
func disconnect(socketManager: SIOManagerSpec) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
}
class SIOConnectionDisconnectedState: SIOConnectionState {
let connectionState: ConnectionState = .disconnected
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
try stateMachine.enterConnected()
}
func onDisconnected() throws {
//
}
func release(socketManager: SIOManagerSpec) throws {
try stateMachine.enterReleased()
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func send(socketManager: SIOManagerSpec, event: String) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func connect(socketManager: SIOManagerSpec) throws {
try stateMachine.enterReconnecting()
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func disconnect(socketManager: SIOManagerSpec) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
}
class SIOConnectionReconnectingState: SIOConnectionState {
let connectionState: ConnectionState = .reconnecting
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
try stateMachine.enterConnected()
}
func onDisconnected() throws {
try stateMachine.enterDisconnected()
}
func release(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReconnectState can't release!")
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func send(socketManager: SIOManagerSpec, event: String) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func connect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReconnectState can't connect!")
}
func disconnect(socketManager: SIOManagerSpec) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
}
class SIOConnectionReleasedState: SIOConnectionState {
let connectionState: ConnectionState = .released
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
throw SIOConnectionStateMachineError("ReleasedState can't onConnected!")
}
func onDisconnected() throws {
throw SIOConnectionStateMachineError("ReleasedState can't onDisconnected!")
}
func release(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReleasedState can't release!")
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
throw SIOConnectionStateMachineError("ReleasedState can't request!")
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
throw SIOConnectionStateMachineError("ReleasedState can't receiveOn!")
}
func send(socketManager: SIOManagerSpec, event: String) throws {
throw SIOConnectionStateMachineError("ReleasedState can't send!")
}
func connect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReleasedState can't connect!")
}
func disconnect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReleasedState can't disconnect!")
}
}
do {
let stateMachine = SIOConnectionStateMachine()
// mock on socket.io connect:
// socketIO.on(connect){
try stateMachine.currentSIOConnectionState.onConnected()
try stateMachine.currentSIOConnectionState.send(socketManager: manager, event: "test")
try stateMachine.currentSIOConnectionState.release(socketManager: manager)
try stateMachine.currentSIOConnectionState.send(socketManager: manager, event: "test")
// }
} catch {
print("error: \(error)")
}
// output:
// error: SIOConnectionStateMachineError(message: "ConnectedState can\'t release!")
需求場景 3.
What?
結合場景 1. 2.,有了 ConnectionPool
享元池子加上 State Pattern 狀態管理後;我們繼續往下延伸,如背景目標所述,Feature 端不需去管背後 Connection 的連線機制;因此我們建立了一個輪詢器 (命名為 ConnectionKeeper
) 會定時掃描 ConnectionPool
中強持有的 Connection
,並在發生以下狀況時做操作:
Connection
有人在使用且狀態非Connected
:將狀態改為Reconnecting
並嘗試重新連線Connection
已無人使用且狀態為Connected
:將狀態改為Disconnected
Connection
已無人使用且狀態為Disconnected
:將狀態改為Released
並從ConnectionPool
中移除
Why?
- 三個操作有上下關係且互斥 (disconnected -> released or reconnecting)
- 可彈性抽換、增加狀況操作
- 未封裝的話只能將三個判斷及操作直接寫在方法中 (難以測試其中邏輯)
- e.g:
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if !connection.isOccupie() && connection.state == .connected then
... connection.disconnected()
else if !connection.isOccupie() && state == .released then
... connection.release()
else if connection.isOccupie() && state == .disconnected then
... connection.reconnecting()
end
How?
- Chain Of Resposibility :行為型 Pattern,顧名思義是一條鏈,每個節點都有相應的操作,輸入資料後節點可決定是否要操作還是丟給下一個節點處理,另一個現實應用是 iOS Responder Chain 。
照定義 Chain of responsibility Pattern 是不允許某個節點已經接下處理資料,但處理完又丟給下一個節點繼續處理, 要做就做完,不然不要做 。
如果是上述場景比較適合的應該是 Interceptor Pattern 。
- Chain of responsibility:
ConnectionKeeperHandler
為鍊的節點抽象,特別抽出canExcute
方法避免發生上述 這個節點接下來處理了,但做完又想呼叫後面的節點繼續執行的狀況、handle
為鍊的節點串連、excute
為要處理的話會怎麼處理的邏輯。ConnectionKeeperHandlerContext
用來存放會用到的資料,isOccupie
代表 Connection 有無人在使用。
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enum ConnectionState {
case created
case connected
case disconnected
case reconnecting
case released
}
protocol Connection {
var connectionState: ConnectionState {get}
var url: URL {get}
var id: UUID {get}
init(url: URL)
func connect()
func reconnect()
func disconnect()
func sendEvent(_ event: String)
func onEvent(_ event: String) -> AnyPublisher<Data?, Never>
}
// Socket.IO Implementation
class SIOConnection: Connection {
let connectionState: ConnectionState = .created
let url: URL
let id: UUID = UUID()
required init(url: URL) {
self.url = url
//
}
func connect() {
//
}
func disconnect() {
//
}
func reconnect() {
//
}
func sendEvent(_ event: String) {
//
}
func onEvent(_ event: String) -> AnyPublisher<Data?, Never> {
//
return PassthroughSubject<Data?, Never>().eraseToAnyPublisher()
}
}
//
struct ConnectionKeeperHandlerContext {
let connection: Connection
let isOccupie: Bool
}
protocol ConnectionKeeperHandler {
var nextHandler: ConnectionKeeperHandler? { get set }
func handle(context: ConnectionKeeperHandlerContext)
func execute(context: ConnectionKeeperHandlerContext)
func canExcute(context: ConnectionKeeperHandlerContext) -> Bool
}
extension ConnectionKeeperHandler {
func handle(context: ConnectionKeeperHandlerContext) {
if canExcute(context: context) {
execute(context: context)
} else {
nextHandler?.handle(context: context)
}
}
}
class DisconnectedConnectionKeeperHandler: ConnectionKeeperHandler {
var nextHandler: ConnectionKeeperHandler?
func execute(context: ConnectionKeeperHandlerContext) {
context.connection.disconnect()
}
func canExcute(context: ConnectionKeeperHandlerContext) -> Bool {
if context.connection.connectionState == .connected && !context.isOccupie {
return true
}
return false
}
}
class ReconnectConnectionKeeperHandler: ConnectionKeeperHandler {
var nextHandler: ConnectionKeeperHandler?
func execute(context: ConnectionKeeperHandlerContext) {
context.connection.reconnect()
}
func canExcute(context: ConnectionKeeperHandlerContext) -> Bool {
if context.connection.connectionState == .disconnected && context.isOccupie {
return true
}
return false
}
}
class ReleasedConnectionKeeperHandler: ConnectionKeeperHandler {
var nextHandler: ConnectionKeeperHandler?
func execute(context: ConnectionKeeperHandlerContext) {
context.connection.disconnect()
}
func canExcute(context: ConnectionKeeperHandlerContext) -> Bool {
if context.connection.connectionState == .disconnected && !context.isOccupie {
return true
}
return false
}
}
let connection = SIOConnection(url: URL(string: "wss://pinkoi.com")!)
let disconnectedHandler = DisconnectedConnectionKeeperHandler()
let reconnectHandler = ReconnectConnectionKeeperHandler()
let releasedHandler = ReleasedConnectionKeeperHandler()
disconnectedHandler.nextHandler = reconnectHandler
reconnectHandler.nextHandler = releasedHandler
disconnectedHandler.handle(context: ConnectionKeeperHandlerContext(connection: connection, isOccupie: false))
需求場景 4.
What?
我們封裝出的 Connection
需要經過 setup 後才能使用,例如給予 URL Path、設定 Config…等等
Why?
- 可以彈性的增減構建開口
- 可複用構建邏輯
- 未封裝的話,外部可以不照預期操作類別
- e.g.:
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❌
let connection = Connection()
connection.send(event) // unexpected method call, should call .connect() first
✅
let connection = Connection()
connection.connect()
connection.send(event)
// but...who knows???
How?
- Builder Pattern :創建型 Pattern,能夠分步驟構建對象及複用構建方法。
- Builder Pattern:
SIOConnectionBuilder
為Connection
的構建器,負責設定、存放構建Connection
時會用到的資料;ConnectionConfiguration
抽象介面用來保證要使用Connection
前必須呼叫.connect()
才能拿到Connection
實體。
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enum ConnectionState {
case created
case connected
case disconnected
case reconnecting
case released
}
protocol Connection {
var connectionState: ConnectionState {get}
var url: URL {get}
var id: UUID {get}
init(url: URL)
func connect()
func reconnect()
func disconnect()
func sendEvent(_ event: String)
func onEvent(_ event: String) -> AnyPublisher<Data?, Never>
}
// Socket.IO Implementation
class SIOConnection: Connection {
let connectionState: ConnectionState = .created
let url: URL
let id: UUID = UUID()
required init(url: URL) {
self.url = url
//
}
func connect() {
//
}
func disconnect() {
//
}
func reconnect() {
//
}
func sendEvent(_ event: String) {
//
}
func onEvent(_ event: String) -> AnyPublisher<Data?, Never> {
//
return PassthroughSubject<Data?, Never>().eraseToAnyPublisher()
}
}
//
class SIOConnectionClient: ConnectionConfiguration {
private let url: URL
private let config: [String: Any]
init(url: URL, config: [String: Any]) {
self.url = url
self.config = config
}
func connect() -> Connection {
// set config
return SIOConnection(url: url)
}
}
protocol ConnectionConfiguration {
func connect() -> Connection
}
class SIOConnectionBuilder {
private(set) var config: [String: Any] = [:]
func setConfig(_ config: [String: Any]) -> SIOConnectionBuilder {
self.config = config
return self
}
// url is required parameter
func build(url: URL) -> ConnectionConfiguration {
return SIOConnectionClient(url: url, config: self.config)
}
}
let builder = SIOConnectionBuilder().setConfig(["test":123])
let connection1 = builder.build(url: URL(string: "wss://pinkoi.com/1")!).connect()
let connection2 = builder.build(url: URL(string: "wss://pinkoi.com/1")!).connect()
延伸:這裏也可以再套用 Factory Pattern ,將用工廠產出 SIOConnection
。
完結!
以上就是本次封裝 Socket.IO 中遇到的四個場景及七個使用到解決問題的 Design Patterns。
最後附上此次封裝 Socket.IO 的完整設計藍圖
與文中命名、示範略為不同,這張圖才是真實的設計架構;有機會再請原設計者分享設計理念及開源。
Who?
誰做了這些設計跟負責 Socket.IO 封裝專案呢?
Sean Zheng , Android Engineer @ Pinkoi
主要架構設計者、Design Pattern 評估套用、在 Android 端使用 Kotlin 實現設計。
ZhgChgLi , Enginner Lead/iOS Enginner @ Pinkoi
Platform Team 專案負責人、Pair programming、在 iOS 端使用 Swift 實現設計、討論並提出質疑(a.k.a. 出一張嘴)及最後撰寫本文與大家分享。
===
View the English version of this article here.
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