-
Notifications
You must be signed in to change notification settings - Fork 13
/
server.js
117 lines (108 loc) · 3.77 KB
/
server.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
/**
* server.js
*
* An example of a Node.js server that streams a set
* of events to a browser. This is primarily aimed at
* use with wii-js; since the wii's browser has a set of
* quirks like no other, this file can be expected to change.
*
* This is commented possibly more liberally than it should be,
* as it's intended to be easily accessible by those who might not
* have worked with Node.js and/or Server Sent Events before.
*
* @Author: Ryan McGrath <ryan@venodesigns.net>
* @Requires: Nothing, sans a little Node.js
*/
var DEBUG = true,
PORT = 8080,
http = require('http'),
util = require('util'),
fs = require('fs');
/**
* sendEvent()
*
* Sends down a set of events roughly every ~5 seconds. Not that
* many would go so low, but sending more than once every ~500ms is
* not recommended. The Wii's browser has some odd memory limitations
* that aren't too much fun to be caught up in.
*
* @response - response object/stream, where data gets written to.
*/
var sendEvents = function sendEvent(response) {
var id = (new Date()).toLocaleTimeString(),
data = (Math.floor(Math.random() * 10000) + 2);
response.write('id: ' + id + '\n');
response.write('data: ' + data + '\n');
/**
* Set this up to re-send in a few seconds on the
* same request.
*/
setTimeout(function() {
sendEvents(response);
}, 5000);
};
/**
* determineContentType(url)
*
* Given a url, determines one of three content types that we care
* about. I'm an opinionated person and chose not to use Express here,
* but if you'd rather not deal with it the static module there is quite
* possibly your new best friend.
*
* @url - string, url to be tested for content-type
*/
var determineContentType = function determineContentType(url) {
if(/\.js/.test(url)) return 'text/javascript';
if(/\.css/.test(url)) return 'text/css';
return 'text/html';
};
/**
* Now we'll set up a simple server that listens our our port we set
* above, which will either distribute resources or events depending
* on the headers.
*/
http.createServer(function(request, response) {
/**
* All but useless to us...
*/
if(request.url === '/favicon.ico') {
response.writeHead(404);
response.end();
return;
}
/**
* If things don't appear to be working, uncomment this and check out
* what's getting posted over. Certain headers need to be set by the browser;
* it's possible they're not getting set for some reason...
*/
if(DEBUG && request.url !== '/favicon.ico') {
util.puts('\n-----------------------------------------------------');
util.puts('URL: ' + request.url);
for(var key in request.headers) {
util.puts(key + ': ' + request.headers[key]);
}
}
/**
* See the comment about DEBUG/headers above. If we have proper headers, we'll
* start sending down a stream of events; if not, we'll assume it's a normal request
* and serve up some HTML/CSS/JS/etc.
*/
if(request.headers.accept && request.headers.accept === 'text/event-stream') {
response.writeHead(200, {
'Content-Type': 'text/event-stream',
'Cache-Control': 'no-cache',
'Connection': 'keep-alive'
});
sendEvents(response);
} else {
var file = request.url === '/' ? '/presentation.html' : request.url;
response.writeHead(200, {'Content-Type': determineContentType(request.url)});
fs.readFile(__dirname + file, 'utf-8', function(err, data) {
if(err) throw err;
response.write(data);
response.end();
});
}
}).listen(PORT);
util.puts('\n--------------------------------------------------------------------');
util.puts('Server started and listening on port ' + PORT + '.');