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Version: 4.x

Emitting events

There are several ways to send events between the server and the client.

Basic emit​

The Socket.IO API is inspired from the Node.js EventEmitter, which means you can emit events on one side and register listeners on the other:

Server

io.on("connection", (socket) => {
socket.emit("hello", "world");
});

Client

socket.on("hello", (arg) => {
console.log(arg); // world
});

This also works in the other direction:

Server

io.on("connection", (socket) => {
socket.on("hello", (arg) => {
console.log(arg); // world
});
});

Client

socket.emit("hello", "world");

You can send any number of arguments, and all serializable datastructures are supported, including binary objects like Buffer or TypedArray.

Server

io.on("connection", (socket) => {
socket.emit("hello", 1, "2", { 3: '4', 5: Buffer.from([6]) });
});

Client

// client-side
socket.on("hello", (arg1, arg2, arg3) => {
console.log(arg1); // 1
console.log(arg2); // "2"
console.log(arg3); // { 3: '4', 5: ArrayBuffer (1) [ 6 ] }
});

There is no need to run JSON.stringify() on objects as it will be done for you.

// BAD
socket.emit("hello", JSON.stringify({ name: "John" }));

// GOOD
socket.emit("hello", { name: "John" });

Notes:

  • Date objects will be converted to (and received as) their string representation, e.g. 1970-01-01T00:00:00.000Z

  • Map and Set must be manually serialized:

const serializedMap = [...myMap.entries()];
const serializedSet = [...mySet.keys()];
  • you can use the toJSON() method to customize the serialization of an object

Example with a class:

class Hero {
#hp;

constructor() {
this.#hp = 42;
}

toJSON() {
return { hp: this.#hp };
}
}

socket.emit("here's a hero", new Hero());

Acknowledgements​

Events are great, but in some cases you may want a more classic request-response API. In Socket.IO, this feature is named acknowledgements.

You can add a callback as the last argument of the emit(), and this callback will be called once the other side acknowledges the event:

Server

io.on("connection", (socket) => {
socket.on("update item", (arg1, arg2, callback) => {
console.log(arg1); // 1
console.log(arg2); // { name: "updated" }
callback({
status: "ok"
});
});
});

Client

socket.emit("update item", "1", { name: "updated" }, (response) => {
console.log(response.status); // ok
});

With timeout​

Starting with Socket.IO v4.4.0, you can now assign a timeout to each emit:

socket.timeout(5000).emit("my-event", (err) => {
if (err) {
// the other side did not acknowledge the event in the given delay
}
});

You can also use both a timeout and an acknowledgement:

socket.timeout(5000).emit("my-event", (err, response) => {
if (err) {
// the other side did not acknowledge the event in the given delay
} else {
console.log(response);
}
});

Volatile events​

Volatile events are events that will not be sent if the underlying connection is not ready (a bit like UDP, in terms of reliability).

This can be interesting for example if you need to send the position of the characters in an online game (as only the latest values are useful).

socket.volatile.emit("hello", "might or might not be received");

Another use case is to discard events when the client is not connected (by default, the events are buffered until reconnection).

Example:

Server

io.on("connection", (socket) => {
console.log("connect");

socket.on("ping", (count) => {
console.log(count);
});
});

Client

let count = 0;
setInterval(() => {
socket.volatile.emit("ping", ++count);
}, 1000);

If you restart the server, you will see in the console:

connect
1
2
3
4
# the server is restarted, the client automatically reconnects
connect
9
10
11

Without the volatile flag, you would see:

connect
1
2
3
4
# the server is restarted, the client automatically reconnects and sends its buffered events
connect
5
6
7
8
9
10
11