Can I Catch The "can't Establish A Connection" Error For A Failed Websocket Connection?
I need to test if the connection to my websocket server is established or not. At this time, I CAN connect to the server, but I want to be able to catch the possibility of that ser
Solution 1:
What i've learnd so far is: you cant :0(
... because this is somewhat browser specific behavior...
- so the only thing you can do is using callbacks on ws object and pray ...
- OR just overwrite
console.log
;0)
with the code i did however i got rid of some error messages, maybe it'll help ;)
e.g:
- Chrome won't complain about dead servers and silently try to reconnect..
- IE 11 still gives script error
- etc..
A Basic Class to wrap WS : Have a look at callbacks !
/**
* Socket Class
*/Client.Source.Network.Socket.Class = newClass({ implements: [Client.Source.Network.Socket.Interface] },function( Host, Port ){
varConfiguration = {
Server: {
Protocol: 'ws',
Host: Host,
Port: Port
},
Event: {
Open: function(){},
Error: function(){},
Message: function(){},
Close: function(){}
}
};
varSocket = null;
/**
* @return {string}
*/varHostUrl = function() {
returnConfiguration.Server.Protocol + '://' + Configuration.Server.Host + ':' + Configuration.Server.Port + '/Connection'
};
/**
* @returns {boolean}
*/varIsSupported = function() {
return"WebSocket"inwindow;
};
this.Open = function() {
if( IsSupported() ) {
Socket = newWebSocket( HostUrl() );
Socket.onopen = Configuration.Event.Open;
Socket.onerror = Configuration.Event.Error;
Socket.onmessage = Configuration.Event.Message;
Socket.onclose = Configuration.Event.Close;
} else {
}
};
this.Send = function( Text ) {
Socket.send( Text );
};
this.Close = function() {
Socket.close();
};
this.onOpen = function( Callback ) {
Configuration.Event.Open = Callback;
};
this.onError = function( Callback ) {
Configuration.Event.Error = Callback;
};
this.onMessage = function( Callback ) {
Configuration.Event.Message = Callback;
};
this.onClose = function( Callback ) {
Configuration.Event.Close = Callback;
};
});
Have a look at the Connect() : onError(), onClose() function
/**
* Network Class
*/Client.Source.Network.Class = newClass({ implements: [Client.Source.Network.Interface] },function(){
var _Self = this;
varSocket = null;
this.Connect = function( Host, Port ) {
Socket = newClient.Source.Network.Socket.Class( Host, Port );
Socket.onOpen(function(){
_Self.Gui().Create( Client.Module.Client.Gui() );
Client.Module.Chat.Message('Connected', 'green', 11);
Client.Module.Audio.Play( 'Client.Resource.Audio.Chat.UserOnline', 0.2 );
});
Socket.onMessage( Response );
Socket.onError(function(){
Client.Module.Chat.Message('Connection Error', 'red', 11);
});
Socket.onClose(function(){
_Self.Gui().Destroy();
Client.Module.Chat.Message('Disconnected', 'darkred', 11);
Client.Module.Chat.Message('Connecting...', 'orange', 11);
window.setTimeout(function () {
_Self.Connect( Host, Port );
}, 2000);
});
Socket.Open();
};
this.Request = function( Application, Request, Data ) {
Socket.Send( JSON.stringify( { Application: Application, Request: Request, Data: Data } ) );
};
varResponse = function( Message ) {
Message = JSON.parse( Message.data );
Library[Message.Application].Execute( Message.Request, Message.Data );
};
varLibrary = {};
this.Protocol = function( Application, Callback ) {
Library[Application] = Callback;
};
varGuiObject = null;
this.Gui = functionGui() {
if( GuiObject === null ) {
GuiObject = newClient.Source.Network.Gui();
}
returnGuiObject;
};
});
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