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Version: 4.x

The Engine.IO protocol

This document describes the 4th version of the Engine.IO protocol.

The source of this document can be found here.

Table of content

Introduction​

The Engine.IO protocol enables full-duplex and low-overhead communication between a client and a server.

It is based on the WebSocket protocol and uses HTTP long-polling as fallback if the WebSocket connection can't be established.

The reference implementation is written in TypeScript:

The Socket.IO protocol is built on top of these foundations, bringing additional features over the communication channel provided by the Engine.IO protocol.

Transports​

The connection between an Engine.IO client and an Engine.IO server can be established with:

HTTP long-polling​

The HTTP long-polling transport (also simply referred as "polling") consists of successive HTTP requests:

  • long-running GET requests, for receiving data from the server
  • short-running POST requests, for sending data to the server

Request path​

The path of the HTTP requests is /engine.io/ by default.

It might be updated by libraries built on top of the protocol (for example, the Socket.IO protocol uses /socket.io/).

Query parameters​

The following query parameters are used:

NameValueDescription
EIO4Mandatory, the version of the protocol.
transportpollingMandatory, the name of the transport.
sid<sid>Mandatory once the session is established, the session identifier.

If a mandatory query parameter is missing, then the server MUST respond with an HTTP 400 error status.

Headers​

When sending binary data, the sender (client or server) MUST include a Content-Type: application/octet-stream header.

Without an explicit Content-Type header, the receiver SHOULD infer that the data is plaintext.

Reference: https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Content-Type

Sending and receiving data​

Sending data​

To send some packets, a client MUST create an HTTP POST request with the packets encoded in the request body:

CLIENT                                                 SERVER

β”‚ β”‚
β”‚ POST /engine.io/?EIO=4&transport=polling&sid=... β”‚
β”‚ ───────────────────────────────────────────────────► β”‚
β”‚ β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
β”‚ HTTP 200 β”‚
β”‚ β”‚

The server MUST return an HTTP 400 response if the session ID (from the sid query parameter) is not known.

To indicate success, the server MUST return an HTTP 200 response, with the string ok in the response body.

To ensure packet ordering, a client MUST NOT have more than one active POST request. Should it happen, the server MUST return an HTTP 400 error status and close the session.

Receiving data​

To receive some packets, a client MUST create an HTTP GET request:

CLIENT                                                SERVER

β”‚ GET /engine.io/?EIO=4&transport=polling&sid=... β”‚
β”‚ ──────────────────────────────────────────────────► β”‚
β”‚ . β”‚
β”‚ . β”‚
β”‚ . β”‚
β”‚ . β”‚
β”‚ β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
β”‚ HTTP 200 β”‚

The server MUST return an HTTP 400 response if the session ID (from the sid query parameter) is not known.

The server MAY not respond right away if there are no packets buffered for the given session. Once there are some packets to be sent, the server SHOULD encode them (see Packet encoding) and send them in the response body of the HTTP request.

To ensure packet ordering, a client MUST NOT have more than one active GET request. Should it happen, the server MUST return an HTTP 400 error status and close the session.

WebSocket​

The WebSocket transport consists of a WebSocket connection, which provides a bidirectional and low-latency communication channel between the server and the client.

The following query parameters are used:

NameValueDescription
EIO4Mandatory, the version of the protocol.
transportwebsocketMandatory, the name of the transport.
sid<sid>Optional, depending on whether it's an upgrade from HTTP long-polling or not.

If a mandatory query parameter is missing, then the server MUST close the WebSocket connection.

Each packet (read or write) is sent its own WebSocket frame.

A client MUST NOT open more than one WebSocket connection per session. Should it happen, the server MUST close the WebSocket connection.

Protocol​

An Engine.IO packet consists of:

  • a packet type
  • an optional packet payload

Here is the list of available packet types:

TypeIDUsage
open0Used during the handshake.
close1Used to indicate that a transport can be closed.
ping2Used in the heartbeat mechanism.
pong3Used in the heartbeat mechanism.
message4Used to send a payload to the other side.
upgrade5Used during the upgrade process.
noop6Used during the upgrade process.

Handshake​

To establish a connection, the client MUST send an HTTP GET request to the server:

  • HTTP long-polling first (by default)
CLIENT                                                    SERVER

β”‚ β”‚
β”‚ GET /engine.io/?EIO=4&transport=polling β”‚
β”‚ ───────────────────────────────────────────────────────► β”‚
β”‚ β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
β”‚ HTTP 200 β”‚
β”‚ β”‚
  • WebSocket-only session
CLIENT                                                    SERVER

β”‚ β”‚
β”‚ GET /engine.io/?EIO=4&transport=websocket β”‚
β”‚ ───────────────────────────────────────────────────────► β”‚
β”‚ β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
β”‚ HTTP 101 β”‚
β”‚ β”‚

If the server accepts the connection, then it MUST respond with an open packet with the following JSON-encoded payload:

KeyTypeDescription
sidstringThe session ID.
upgradesstring[]The list of available transport upgrades.
pingIntervalnumberThe ping interval, used in the heartbeat mechanism (in milliseconds).
pingTimeoutnumberThe ping timeout, used in the heartbeat mechanism (in milliseconds).
maxPayloadnumberThe maximum number of bytes per chunk, used by the client to aggregate packets into payloads.

Example:

{
"sid": "lv_VI97HAXpY6yYWAAAC",
"upgrades": ["websocket"],
"pingInterval": 25000,
"pingTimeout": 20000,
"maxPayload": 1000000
}

The client MUST send the sid value in the query parameters of all subsequent requests.

Heartbeat​

Once the handshake is completed, a heartbeat mechanism is started to check the liveness of the connection:

CLIENT                                                 SERVER

β”‚ *** Handshake *** β”‚
β”‚ β”‚
β”‚ ◄───────────────────────────────────────────────── β”‚
β”‚ 2 β”‚ (ping packet)
β”‚ ─────────────────────────────────────────────────► β”‚
β”‚ 3 β”‚ (pong packet)

At a given interval (the pingInterval value sent in the handshake) the server sends a ping packet and the client has a few seconds (the pingTimeout value) to send a pong packet back.

If the server does not receive a pong packet back, then it SHOULD consider that the connection is closed.

Conversely, if the client does not receive a pong packet within pingInterval + pingTimeout, then it SHOULD consider that the connection is closed.

Upgrade​

By default, the client SHOULD create an HTTP long-polling connection, and then upgrade to better transports if available.

To upgrade to WebSocket, the client MUST:

  • pause the HTTP long-polling transport (no more HTTP request gets sent), to ensure that no packet gets lost
  • open a WebSocket connection with the same session ID
  • send a ping packet with the string probe in the payload

The server MUST:

  • send a noop packet to any pending GET request (if applicable) to cleanly close HTTP long-polling transport
  • respond with a pong packet with the string probe in the payload

Finally, the client MUST send a upgrade packet to complete the upgrade:

CLIENT                                                 SERVER

β”‚ β”‚
β”‚ GET /engine.io/?EIO=4&transport=websocket&sid=... β”‚
β”‚ ───────────────────────────────────────────────────► β”‚
β”‚ β—„β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β”‚
β”‚ HTTP 101 (WebSocket handshake) β”‚
β”‚ β”‚
β”‚ ----- WebSocket frames ----- β”‚
β”‚ ─────────────────────────────────────────────────► β”‚
β”‚ 2probe β”‚ (ping packet)
β”‚ ◄───────────────────────────────────────────────── β”‚
β”‚ 3probe β”‚ (pong packet)
β”‚ ─────────────────────────────────────────────────► β”‚
β”‚ 5 β”‚ (upgrade packet)
β”‚ β”‚

Message​

Once the handshake is completed, the client and the server can exchange data by including it in a message packet.

Packet encoding​

The serialization of an Engine.IO packet depends on the type of the payload (plaintext or binary) and on the transport.

HTTP long-polling​

Due to the nature of the HTTP long-polling transport, multiple packets might be concatenated in a single payload in order to increase throughput.

Format:

<packet type>[<data>]<separator><packet type>[<data>]<separator><packet type>[<data>][...]

Example:

4hello\x1e2\x1e4world

with:

4 => message packet type
hello => message payload
\x1e => separator
2 => ping packet type
\x1e => separator
4 => message packet type
world => message payload

The packets are separated by the record separator character: \x1e

Binary payloads MUST be base64-encoded and prefixed with a b character:

Example:

4hello\x1ebAQIDBA==

with:

4 => message packet type
hello => message payload
\x1e => separator
b => binary prefix
AQIDBA== => buffer <01 02 03 04> encoded as base64

The client SHOULD use the maxPayload value sent during the handshake to decide how many packets should be concatenated.

WebSocket​

Each Engine.IO packet is sent in its own WebSocket frame.

Format:

<packet type>[<data>]

Example:

4hello

with:

4 => message packet type
hello => message payload (UTF-8 encoded)

Binary payloads are sent as is, without modification.

History​

From v2 to v3​

  • add support for binary data

The 2nd version of the protocol is used in Socket.IO v0.9 and below.

The 3rd version of the protocol is used in Socket.IO v1 and v2.

From v3 to v4​

  • reverse ping/pong mechanism

The ping packets are now sent by the server, because the timers set in the browsers are not reliable enough. We suspect that a lot of timeout problems came from timers being delayed on the client-side.

  • always use base64 when encoding a payload with binary data

This change allows to treat all payloads (with or without binary) the same way, without having to take in account whether the client or the current transport supports binary data or not.

Please note that this only applies to HTTP long-polling. Binary data is sent in WebSocket frames with no additional transformation.

  • use a record separator (\x1e) instead of counting of characters

Counting characters prevented (or at least makes harder) to implement the protocol in other languages, which may not use the UTF-16 encoding.

For example, € was encoded to 2:4€, though Buffer.byteLength('€') === 3.

Note: this assumes the record separator is not used in the data.

The 4th version (current) is included in Socket.IO v3 and above.

Test suite​

The test suite in the test-suite/ directory lets you check the compliance of a server implementation.

Usage:

  • in Node.js: npm ci && npm test
  • in a browser: simply open the index.html file in your browser

For reference, here is expected configuration for the JavaScript server to pass all tests:

import { listen } from "engine.io";

const server = listen(3000, {
pingInterval: 300,
pingTimeout: 200,
maxPayload: 1e6,
cors: {
origin: "*"
}
});

server.on("connection", socket => {
socket.on("data", (...args) => {
socket.send(...args);
});
});