Node.js
Node.js
Send a WebSocket Ping Control Frame
See more WebSocket Examples
Ping and Pong messages are the heartbeat of websockets. See WebSocket_servers#Pings_and_Pongs_The_Heartbeat_of_WebSockets">Pings and Pongs"At any point after the handshake, either the client or the server can choose to send a ping to the other party. When the ping is received, the recipient must send back a pong as soon as possible. You can use this to make sure that the client is still connected, for example. A ping or pong is just a regular frame, but it's a control frame. Pings have an opcode of 0x9, and pongs have an opcode of 0xA. When you get a ping, send back a pong with the exact same Payload Data as the ping (for pings and pongs, the max payload length is 125). You might also get a pong without ever sending a ping; ignore this if it happens."
This example demonstrates how to send a Ping in the midst of sending a message.
Note: The websockets.chilkat.io server imposes the following limitations:
Messages must be 16K or less, and each connection is limited to a max of 16 echoed messages.
Chilkat Node.js Downloads
NODEJS_PRELUDE
function chilkatExample() {
var success = false;
// This example requires the Chilkat API to have been previously unlocked.
// See Global Unlock Sample for sample code.
var ws = new chilkat.WebSocket();
// The PongAutoConsume property is true by default. This means that any Pong frames that are received
// will automatically be consumed, and the ReadFrame method will continue reading the next incoming frame before it returns.
ws.PongAutoConsume = true;
// For brevity, this example does not check for errors when etablishing the WebSocket connection.
// See Establish WebSocket Connection for more complete sample code for making the connection.
var rest = new chilkat.Rest();
// Connect to websockets.chilkat.io
// IMPORTANT: websockets.chilkat.io accepts frames of up to 16K in size and echoes them back.
// IMPORTANT: The websockets.chilkat.io server imposes the following limitations:
// ---------- Messages must be 16K or less, and each connection is limited to a max of 16 echoed messages.
success = rest.Connect("websockets.chilkat.io",80,false,false);
ws.UseConnection(rest);
ws.AddClientHeaders();
var responseBodyIgnored = rest.FullRequestNoBody("GET","/wsChilkatEcho.ashx");
success = ws.ValidateServerHandshake();
if (success !== true) {
console.log(ws.LastErrorText);
return;
}
// This example sends a multi-frame message to the Chilkat echo server, and reads the response.
// In the midst of sending the message, we'll send a Ping control frame. The server should respond with a Pong frame,
// and we'll automatically consume it.
// Send the 1st frame in the message.
var finalFrame = false;
success = ws.SendFrame("This is the 1st frame\r\n",finalFrame);
if (success !== true) {
console.log(ws.LastErrorText);
return;
}
// Let's send a Ping frame here...
success = ws.SendPing("This is a ping");
if (success !== true) {
console.log(ws.LastErrorText);
return;
}
// Send the 2nd frame in the message.
success = ws.SendFrame("This is the 2nd frame\r\n",finalFrame);
if (success !== true) {
console.log(ws.LastErrorText);
return;
}
// Send the 3rd and final frame in the message.
finalFrame = true;
success = ws.SendFrame("This is the 3rd and final frame\r\n",finalFrame);
if (success !== true) {
console.log(ws.LastErrorText);
return;
}
// Read an incoming frames until we receive the final frame.
// Note: It may be that the echo server (websockets.chilkat.io) responds with
// the full message in a single final frame.
//
// The Pong response will be consumed automatically because the PongAutoConsume property is true.
// Therefore, we don't need to worry about handling an incoming Pong.
var receivedFinalFrame = false;
while (receivedFinalFrame == false) {
success = ws.ReadFrame();
if (success !== true) {
console.log("Failed to receive a frame");
console.log("ReadFrame fail reason = " + ws.ReadFrameFailReason);
console.log(ws.LastErrorText);
return;
}
receivedFinalFrame = ws.FinalFrame;
// Show the opcode and final frame bit for the frame just received:
console.log("Frame opcode: " + ws.FrameOpcode);
console.log("Final frame: " + receivedFinalFrame);
console.log("--");
}
// Return the message accumulated in the above calls to ReadFrame.
var receivedMsg = ws.GetFrameData();
console.log("Received: " + receivedMsg);
// Close the websocket connection.
success = ws.SendClose(true,1000,"Closing this websocket.");
if (success !== true) {
console.log(ws.LastErrorText);
return;
}
// Read the Close response.
success = ws.ReadFrame();
if (success !== true) {
console.log("ReadFrame fail reason = " + ws.ReadFrameFailReason);
console.log(ws.LastErrorText);
return;
}
// Should receive the "Close" opcode.
console.log("Received opcode: " + ws.FrameOpcode);
// Should be the same status code we sent (1000)
console.log("Received close status code: " + ws.CloseStatusCode);
// The server may echo the close reason. If not, this will be empty.
console.log("Echoed close reason: " + ws.CloseReason);
console.log("Success.");
}
chilkatExample();