Design Patterns 的实战应用纪录
封装 Socket.IO Client Library 需求时遇到的问题场景及解决方法应用到的 Design Patterns

Photo by Daniel McCullough
前言
此篇文章是真实的需求开发,所运用到 Design Pattern 解决问题的场景记录;内容篇幅会涵盖需求背景、实际遇到的问题场景 (What?)、为何要套用 Pattern 解决问题 (Why?)、实作上如何使用 (How?),建议可以从头阅读会比较有连贯性。
本文会介绍四个开发此需求遇到的场景及七个解决此场景的 Design Patterns 应用。
背景
组织架构
敝司于今年拆分出 Feature Teams (multiple) 与 Platform Team;前者不必多说主要负责使用者端需求、Platform Team 这边则面对的是公司内部的成员,其中一个工作项目就是技术引入、基础建设及做好系统性整合,为 Feature Teams 开发需求时先锋铺好道路。
当前需求
Feature Teams 要将原本的讯息功能 (进页面打 API 拿讯息资料,要更新最新讯息只能重整) 改为 即时通讯 (能即时收到最新讯息、对传讯息)。
Platform Team 工作
Platform Team 著重的点不只是当下的即时通讯需求,而是长远的建设与复用性;评估后 webSocket 双向通讯的机制在现代 App 中是不可或缺,除了此次的需求之外,以后也有很多机会都会用到,加上人力资源许可,故投入协助设计开发介面。
目标:
-
封装 Pinkoi Server Side 与 Socket.IO 通讯、身份验证逻辑
-
封装 Socket.IO 烦琐操作,提供基于 Pinkoi 商业需求的可扩充及方便使用介面
-
统一双平台介面 (Socket.IO 的 Android 与 iOS Client Side Library 支援的功能及介面不相同)
-
Feature 端无需了解 Socket.IO 机制
-
Feature 端无需管理复杂的连线状态
-
未来有 webSocket 双向通讯需求能直接使用
时间及人力:
-
iOS & Android 各投入一位
-
开发时程:时程 3 周
技术细节
Web & iOS & Android 三平台均会支援此 Feature;要引入 webSocket 双向通讯协议来实现,后端预计直接使用 Socket.io 服务。
首先要说 Socket != WebSocket
关于 Socket 与 WebSocket 及技术细节可参考以下两篇文章:
简而言之:
Socket 是 TCP/UDP 传输层的抽象封装介面,而 WebSocket 是应用层的传输协议。
Socket 与 WebSocket 的关系就像狗跟热狗的关系一样,没有关系。

Socket.IO 是 Engine.IO 的一层抽象操作封装,Engine.IO 则是对 WebSocket 的使用封装,每层只负责对上对下之间的交流,不允许贯穿操作(e.g. Socket.IO 直接操作 WebSocket 连线)。
Socket.IO/Engine.IO 除了基本的 WebSocket 连线外还实做了很多方便好用的功能集合(e.g. 离线发送 Event 机制、类似 Http Request 机制、Room/Group 机制…等等)。
Platform Team 这层的主要职责是桥接 Socket.IO 与 Pinkoi Server Side 之间的逻辑,供应上层 Feature Teams 开发功能时使用。
Socket.IO Swift Client 有坑
-
已许久未更新 (最新一版还在 2019),不确定是否还有在维护。
-
Client & Server Side Socket IO Version 要对齐,Server Side 可加上
{allowEIO3: true}/ 或 Client Side 指定相同版本.version否则怎么连都连不上。 -
命名方式、介面与官网范例很多都对不起来。
-
Socket.io 官网范例都是拿 Web 做介绍,实际上 Swift Client 并不一定有全支援官网写的功能 。 此次实作发现 iOS 这边 Library 并未实现离线发送 Event 机制 (我们是自行实现的,请往后继续阅读)
建议有要采用 Socket.IO 前先实验看看你想要的机制是否支援。
Socket.IO Swift Client 是基于 Starscream WebSocket Library 的封装,必要时可降级使用 Starscream。
背景资讯补充到此结束,接下来进入正题。
Design Patterns
设计模式说穿了就只是软体设计当中常见问题的解决方案,不一定要用设计模式才能开发、设计模式不一定能适用所有场景、也没人说不能自行归纳出新的设计模式。

The Catalog of Design Patterns
但现有的设计模式 (The 23 Gang of Four Design Patterns) 已是软体设计中的共同知识,只要提到 XXX Pattern 大家脑中就会有相应的架构蓝图,不需多做解释、后续维护也比较好知道脉络、且已是经过业界验证的方法不太需要花时间审视物件依赖问题;在适合的场景选用适合的模式可以降低沟通及维护成本,提升开发效率。
设计模式可以组合使用,但不建议对现有设计模式魔改、强行为套用而套用、套用不符合分类的 Pattern (e.g. 用责任练模式来产生物件),会失去使用的意义更可能造成后续接手的人的误会。
本篇会提到的 Design Patterns:
会逐一在后面解释什么场境用了、为何要用。
本文著重在 Design Pattern 的应用,而非 Socket.IO 的操作,部分示例会因为描述方便而有所删减, 无法适用真实的 Socket.IO 封装 。
因篇幅有限,本文不会详细介绍每个设计模式的架构,请先点各个模式的连结进入了解该模式的架构后再继续阅读。
Demo Code 会使用 Swift 撰写。
需求场景 1.
What?
-
使用相同的 Path 在不同页面、Object 请求 Connection 时能复用取得相同的物件。
-
Connection 需为抽象介面,不直接依赖 Socket.IO Object
Why?
-
减少记忆体开销及重复连线的时间、流量成本。
-
为未来抽换成其他框架预留空间
How?
-
Singleton Pattern :创建型 Pattern,保证一个物件只会有一个实体。
-
Flywieght Pattern :结构型 Pattern,基于共享多个物件相同的状态,重复使用。
-
Factory Pattern :创建型 Pattern,抽象物件产生方法,使其能在外部抽换。
实际案例使用:

-
Singleton Pattern:
ConnectionManager在 App Lifecycle 中仅存在一个的物件,用来管理Connection取用操作。 -
Flywieght Pattern:
ConnectionPool顾名思义就是 Connection 的共用池子,统一从这个池子的方法拿出 Connection,其中逻辑就会包含当发现 URL Path 一样时直接给予已经在池子里的 Connection。ConnectionHandler则做为Connection的外在操作、状态管理器。 -
Factory Pattern:
ConnectionFactory搭配上面 Flywieght Pattern 当发现池子没有可复用的Connection时则用此工厂介面去产生。
import Combine
import Foundation
protocol Connection {
var url: URL {get}
var id: UUID {get}
init(url: URL)
func connect()
func disconnect()
func sendEvent(_ event: String)
func onEvent(_ event: String) -> AnyPublisher<Data?, Never>
}
protocol ConnectionFactory {
func create(url: URL) -> Connection
}
class ConnectionPool {
private let connectionFactory: ConnectionFactory
private var connections: [Connection] = []
init(connectionFactory: ConnectionFactory) {
self.connectionFactory = connectionFactory
}
func getOrCreateConnection(url: URL) -> Connection {
if let connection = connections.first(where: { $0.url == url }) {
return connection
} else {
let connection = connectionFactory.create(url: url)
connections.append(connection)
return connection
}
}
}
class ConnectionHandler {
private let connection: Connection
init(connection: Connection) {
self.connection = connection
}
func getConnectionUUID() -> UUID {
return connection.id
}
}
class ConnectionManager {
static let shared = ConnectionManager(connectionPool: ConnectionPool(connectionFactory: SIOConnectionFactory()))
private let connectionPool: ConnectionPool
private init(connectionPool: ConnectionPool) {
self.connectionPool = connectionPool
}
//
func requestConnectionHandler(url: URL) -> ConnectionHandler {
let connection = connectionPool.getOrCreateConnection(url: url)
return ConnectionHandler(connection: connection)
}
}
// Socket.IO Implementation
class SIOConnection: Connection {
let url: URL
let id: UUID = UUID()
required init(url: URL) {
self.url = url
//
}
func connect() {
//
}
func disconnect() {
//
}
func sendEvent(_ event: String) {
//
}
func onEvent(_ event: String) -> AnyPublisher<Data?, Never> {
//
return PassthroughSubject<Data?, Never>().eraseToAnyPublisher()
}
}
class SIOConnectionFactory: ConnectionFactory {
func create(url: URL) -> Connection {
//
return SIOConnection(url: url)
}
}
//
print(ConnectionManager.shared.requestConnectionHandler(url: URL(string: "wss://pinkoi.com/1")!).getConnectionUUID().uuidString)
print(ConnectionManager.shared.requestConnectionHandler(url: URL(string: "wss://pinkoi.com/1")!).getConnectionUUID().uuidString)
print(ConnectionManager.shared.requestConnectionHandler(url: URL(string: "wss://pinkoi.com/2")!).getConnectionUUID().uuidString)
// output:
// D99F5429-1C6D-4EB5-A56E-9373D6F37307
// D99F5429-1C6D-4EB5-A56E-9373D6F37307
// 599CF16F-3D7C-49CF-817B-5A57C119FE31
需求场景 2.
What?
如背景技术细节所述,Socket.IO Swift Client 的 Send Event 并不支援离线发送 (但 Web/Android 版的 Library 却可以),因此 iOS 端需要自行实现此功能。
神奇的是 Socket.IO Swift Client - onEvent 是支援离线订阅的。
Why?
-
跨平台功能统一
-
程式码容易理解
How?
- Command Pattern :行为型 Pattern,将操作包装成对象,提供队列、延迟、取消…等等集合操作。

- Command Pattern:
SIOManager为与 Socket.IO 沟通的最底层封装,其中的send、request方法都是对 Socket.IO Send Event 的操作,当发现当前 Socket.IO 处于断线状态,则将请求参数放到bufferedCommands中,当连上之后就逐一拿出来处理 (First In First Out)。
protocol BufferedCommand {
var sioManager: SIOManagerSpec? { get set }
var event: String { get }
func execute()
}
struct SendBufferedCommand: BufferedCommand {
let event: String
weak var sioManager: SIOManagerSpec?
func execute() {
sioManager?.send(event)
}
}
struct RequestBufferedCommand: BufferedCommand {
let event: String
let callback: (Data?) -> Void
weak var sioManager: SIOManagerSpec?
func execute() {
sioManager?.request(event, callback: callback)
}
}
protocol SIOManagerSpec: AnyObject {
func connect()
func disconnect()
func onEvent(event: String, callback: @escaping (Data?) -> Void)
func send(_ event: String)
func request(_ event: String, callback: @escaping (Data?) -> Void)
}
enum ConnectionState {
case created
case connected
case disconnected
case reconnecting
case released
}
class SIOManager: SIOManagerSpec {
var state: ConnectionState = .disconnected {
didSet {
if state == .connected {
executeBufferedCommands()
}
}
}
private var bufferedCommands: [BufferedCommand] = []
func connect() {
state = .connected
}
func disconnect() {
state = .disconnected
}
func send(_ event: String) {
guard state == .connected else {
appendBufferedCommands(connectionCommand: SendBufferedCommand(event: event, sioManager: self))
return
}
print("Send:\(event)")
}
func request(_ event: String, callback: @escaping (Data?) -> Void) {
guard state == .connected else {
appendBufferedCommands(connectionCommand: RequestBufferedCommand(event: event, callback: callback, sioManager: self))
return
}
print("request:\(event)")
}
func onEvent(event: String, callback: @escaping (Data?) -> Void) {
//
}
func appendBufferedCommands(connectionCommand: BufferedCommand) {
bufferedCommands.append(connectionCommand)
}
func executeBufferedCommands() {
// First in, first out
bufferedCommands.forEach { connectionCommand in
connectionCommand.execute()
}
bufferedCommands.removeAll()
}
func removeAllBufferedCommands() {
bufferedCommands.removeAll()
}
}
let manager = SIOManager()
manager.send("send_event_1")
manager.send("send_event_2")
manager.request("request_event_1") { _ in
//
}
manager.state = .connected
同理也可以实现到 onEvent 上。
延伸:可以再套用 Proxy Pattern ,将 Buffer 功能视为一种 Proxy。
需求场景 3.
What?
Connection 有多个状态,有序的状态与状态间切换、各状态允许不同的操作。


-
Created:物件被建立,允许 ->
Connected或直接进Disconnected -
Connected:已连上 Socket.IO,允许 ->
Disconnected -
Disconnected:已与 Socket.IO 断线,允许 ->
Reconnectiong、Released -
Reconnectiong:正在尝试重新连上 Socket.IO,允许 ->
Connected、Disconnected -
Released:物件已被标示为等待被记忆体回收,不允许任何操作及切换状态
Why?
-
状态与状态的切换逻辑跟表述不容易
-
各状态要限制操作方法(e.g. State = Released 时无法 Call Send Event),直接使用 if. .else 会让程式难以维护阅读
How?
-
Finite State Machine :管理状态间的切换
-
State Pattern :行为型 Pattern,对象的状态有变化时,有不同的相应处理

-
Finite State Machine :
SIOConnectionStateMachine为状态机实作,currentSIOConnectionState为当前状态,created、connected、disconnected、reconnecting、released表列出此状态机可能的切换状态。enterXXXState() throws为从 Current State 进入某个状态时的允许与不允许(throw error)实作。 -
State Pattern :
SIOConnectionState为所有状态会用到的操作方法介面抽象。
protocol SIOManagerSpec: AnyObject {
func connect()
func disconnect()
func onEvent(event: String, callback: @escaping (Data?) -> Void)
func send(_ event: String)
func request(_ event: String, callback: @escaping (Data?) -> Void)
}
enum ConnectionState {
case created
case connected
case disconnected
case reconnecting
case released
}
class SIOManager: SIOManagerSpec {
var state: ConnectionState = .disconnected {
didSet {
if state == .connected {
executeBufferedCommands()
}
}
}
private var bufferedCommands: [BufferedCommand] = []
func connect() {
state = .connected
}
func disconnect() {
state = .disconnected
}
func send(_ event: String) {
guard state == .connected else {
appendBufferedCommands(connectionCommand: SendBufferedCommand(event: event, sioManager: self))
return
}
print("Send:\(event)")
}
func request(_ event: String, callback: @escaping (Data?) -> Void) {
guard state == .connected else {
appendBufferedCommands(connectionCommand: RequestBufferedCommand(event: event, callback: callback, sioManager: self))
return
}
print("request:\(event)")
}
func onEvent(event: String, callback: @escaping (Data?) -> Void) {
//
}
func appendBufferedCommands(connectionCommand: BufferedCommand) {
bufferedCommands.append(connectionCommand)
}
func executeBufferedCommands() {
// First in, first out
bufferedCommands.forEach { connectionCommand in
connectionCommand.execute()
}
bufferedCommands.removeAll()
}
func removeAllBufferedCommands() {
bufferedCommands.removeAll()
}
}
let manager = SIOManager()
manager.send("send_event_1")
manager.send("send_event_2")
manager.request("request_event_1") { _ in
//
}
manager.state = .connected
//
class SIOConnectionStateMachine {
private(set) var currentSIOConnectionState: SIOConnectionState!
private var created: SIOConnectionState!
private var connected: SIOConnectionState!
private var disconnected: SIOConnectionState!
private var reconnecting: SIOConnectionState!
private var released: SIOConnectionState!
init() {
self.created = SIOConnectionCreatedState(stateMachine: self)
self.connected = SIOConnectionConnectedState(stateMachine: self)
self.disconnected = SIOConnectionDisconnectedState(stateMachine: self)
self.reconnecting = SIOConnectionReconnectingState(stateMachine: self)
self.released = SIOConnectionReleasedState(stateMachine: self)
self.currentSIOConnectionState = created
}
func enterConnected() throws {
if [created.connectionState, reconnecting.connectionState].contains(currentSIOConnectionState.connectionState) {
enter(connected)
} else {
throw SIOConnectionStateMachineError("\(currentSIOConnectionState.connectionState) can't enter to Connected")
}
}
func enterDisconnected() throws {
if [created.connectionState, connected.connectionState, reconnecting.connectionState].contains(currentSIOConnectionState.connectionState) {
enter(disconnected)
} else {
throw SIOConnectionStateMachineError("\(currentSIOConnectionState.connectionState) can't enter to Disconnected")
}
}
func enterReconnecting() throws {
if [disconnected.connectionState].contains(currentSIOConnectionState.connectionState) {
enter(reconnecting)
} else {
throw SIOConnectionStateMachineError("\(currentSIOConnectionState.connectionState) can't enter to Reconnecting")
}
}
func enterReleased() throws {
if [disconnected.connectionState].contains(currentSIOConnectionState.connectionState) {
enter(released)
} else {
throw SIOConnectionStateMachineError("\(currentSIOConnectionState.connectionState) can't enter to Released")
}
}
private func enter(_ state: SIOConnectionState) {
currentSIOConnectionState = state
}
}
protocol SIOConnectionState {
var connectionState: ConnectionState { get }
var stateMachine: SIOConnectionStateMachine { get }
init(stateMachine: SIOConnectionStateMachine)
func onConnected() throws
func onDisconnected() throws
func connect(socketManager: SIOManagerSpec) throws
func disconnect(socketManager: SIOManagerSpec) throws
func release(socketManager: SIOManagerSpec) throws
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws
func send(socketManager: SIOManagerSpec, event: String) throws
}
struct SIOConnectionStateMachineError: Error {
let message: String
init(_ message: String) {
self.message = message
}
var localizedDescription: String {
return message
}
}
class SIOConnectionCreatedState: SIOConnectionState {
let connectionState: ConnectionState = .created
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
try stateMachine.enterConnected()
}
func onDisconnected() throws {
try stateMachine.enterDisconnected()
}
func release(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ConnectedState can't release!")
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func send(socketManager: SIOManagerSpec, event: String) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func connect(socketManager: SIOManagerSpec) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func disconnect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("CreatedState can't disconnect!")
}
}
class SIOConnectionConnectedState: SIOConnectionState {
let connectionState: ConnectionState = .connected
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
//
}
func onDisconnected() throws {
try stateMachine.enterDisconnected()
}
func release(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ConnectedState can't release!")
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func send(socketManager: SIOManagerSpec, event: String) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func connect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ConnectedState can't connect!")
}
func disconnect(socketManager: SIOManagerSpec) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
}
class SIOConnectionDisconnectedState: SIOConnectionState {
let connectionState: ConnectionState = .disconnected
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
try stateMachine.enterConnected()
}
func onDisconnected() throws {
//
}
func release(socketManager: SIOManagerSpec) throws {
try stateMachine.enterReleased()
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func send(socketManager: SIOManagerSpec, event: String) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func connect(socketManager: SIOManagerSpec) throws {
try stateMachine.enterReconnecting()
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func disconnect(socketManager: SIOManagerSpec) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
}
class SIOConnectionReconnectingState: SIOConnectionState {
let connectionState: ConnectionState = .reconnecting
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
try stateMachine.enterConnected()
}
func onDisconnected() throws {
try stateMachine.enterDisconnected()
}
func release(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReconnectState can't release!")
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func send(socketManager: SIOManagerSpec, event: String) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
func connect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReconnectState can't connect!")
}
func disconnect(socketManager: SIOManagerSpec) throws {
// allow
// can use Helper to reduce the repeating code
// e.g. helper.XXX(socketManager: SIOManagerSpec, ....)
}
}
class SIOConnectionReleasedState: SIOConnectionState {
let connectionState: ConnectionState = .released
let stateMachine: SIOConnectionStateMachine
required init(stateMachine: SIOConnectionStateMachine) {
self.stateMachine = stateMachine
}
func onConnected() throws {
throw SIOConnectionStateMachineError("ReleasedState can't onConnected!")
}
func onDisconnected() throws {
throw SIOConnectionStateMachineError("ReleasedState can't onDisconnected!")
}
func release(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReleasedState can't release!")
}
func request(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
throw SIOConnectionStateMachineError("ReleasedState can't request!")
}
func onEvent(socketManager: SIOManagerSpec, event: String, callback: @escaping (Data?) -> Void) throws {
throw SIOConnectionStateMachineError("ReleasedState can't receiveOn!")
}
func send(socketManager: SIOManagerSpec, event: String) throws {
throw SIOConnectionStateMachineError("ReleasedState can't send!")
}
func connect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReleasedState can't connect!")
}
func disconnect(socketManager: SIOManagerSpec) throws {
throw SIOConnectionStateMachineError("ReleasedState can't disconnect!")
}
}
do {
let stateMachine = SIOConnectionStateMachine()
// mock on socket.io connect:
// socketIO.on(connect){
try stateMachine.currentSIOConnectionState.onConnected()
try stateMachine.currentSIOConnectionState.send(socketManager: manager, event: "test")
try stateMachine.currentSIOConnectionState.release(socketManager: manager)
try stateMachine.currentSIOConnectionState.send(socketManager: manager, event: "test")
// }
} catch {
print("error: \(error)")
}
// output:
// error: SIOConnectionStateMachineError(message: "ConnectedState can\'t release!")
需求场景 3.
What?
结合场景 1. 2.,有了 ConnectionPool 享元池子加上 State Pattern 状态管理后;我们继续往下延伸,如背景目标所述,Feature 端不需去管背后 Connection 的连线机制;因此我们建立了一个轮询器 (命名为 ConnectionKeeper ) 会定时扫描 ConnectionPool 中强持有的 Connection ,并在发生以下状况时做操作:
-
Connection有人在使用且状态非Connected:将状态改为Reconnecting并尝试重新连线 -
Connection已无人使用且状态为Connected:将状态改为Disconnected -
Connection已无人使用且状态为Disconnected:将状态改为Released并从ConnectionPool中移除
Why?
-
三个操作有上下关系且互斥 (disconnected -> released or reconnecting)
-
可弹性抽换、增加状况操作
-
未封装的话只能将三个判断及操作直接写在方法中 (难以测试其中逻辑)
-
e.g:
if !connection.isOccupie() && connection.state == .connected then
... connection.disconnected()
else if !connection.isOccupie() && state == .released then
... connection.release()
else if connection.isOccupie() && state == .disconnected then
... connection.reconnecting()
end
How?
- Chain Of Resposibility :行为型 Pattern,顾名思义是一条链,每个节点都有相应的操作,输入资料后节点可决定是否要操作还是丢给下一个节点处理,另一个现实应用是 iOS Responder Chain 。
照定义 Chain of responsibility Pattern 是不允许某个节点已经接下处理资料,但处理完又丢给下一个节点继续处理, 要做就做完,不然不要做 。
如果是上述场景比较适合的应该是 Interceptor Pattern 。

- Chain of responsibility:
ConnectionKeeperHandler为炼的节点抽象,特别抽出canExcute方法避免发生上述 这个节点接下来处理了,但做完又想呼叫后面的节点继续执行的状况、handle为炼的节点串连、excute为要处理的话会怎么处理的逻辑。ConnectionKeeperHandlerContext用来存放会用到的资料,isOccupie代表 Connection 有无人在使用。
enum ConnectionState {
case created
case connected
case disconnected
case reconnecting
case released
}
protocol Connection {
var connectionState: ConnectionState {get}
var url: URL {get}
var id: UUID {get}
init(url: URL)
func connect()
func reconnect()
func disconnect()
func sendEvent(_ event: String)
func onEvent(_ event: String) -> AnyPublisher<Data?, Never>
}
// Socket.IO Implementation
class SIOConnection: Connection {
let connectionState: ConnectionState = .created
let url: URL
let id: UUID = UUID()
required init(url: URL) {
self.url = url
//
}
func connect() {
//
}
func disconnect() {
//
}
func reconnect() {
//
}
func sendEvent(_ event: String) {
//
}
func onEvent(_ event: String) -> AnyPublisher<Data?, Never> {
//
return PassthroughSubject<Data?, Never>().eraseToAnyPublisher()
}
}
//
struct ConnectionKeeperHandlerContext {
let connection: Connection
let isOccupie: Bool
}
protocol ConnectionKeeperHandler {
var nextHandler: ConnectionKeeperHandler? { get set }
func handle(context: ConnectionKeeperHandlerContext)
func execute(context: ConnectionKeeperHandlerContext)
func canExcute(context: ConnectionKeeperHandlerContext) -> Bool
}
extension ConnectionKeeperHandler {
func handle(context: ConnectionKeeperHandlerContext) {
if canExcute(context: context) {
execute(context: context)
} else {
nextHandler?.handle(context: context)
}
}
}
class DisconnectedConnectionKeeperHandler: ConnectionKeeperHandler {
var nextHandler: ConnectionKeeperHandler?
func execute(context: ConnectionKeeperHandlerContext) {
context.connection.disconnect()
}
func canExcute(context: ConnectionKeeperHandlerContext) -> Bool {
if context.connection.connectionState == .connected && !context.isOccupie {
return true
}
return false
}
}
class ReconnectConnectionKeeperHandler: ConnectionKeeperHandler {
var nextHandler: ConnectionKeeperHandler?
func execute(context: ConnectionKeeperHandlerContext) {
context.connection.reconnect()
}
func canExcute(context: ConnectionKeeperHandlerContext) -> Bool {
if context.connection.connectionState == .disconnected && context.isOccupie {
return true
}
return false
}
}
class ReleasedConnectionKeeperHandler: ConnectionKeeperHandler {
var nextHandler: ConnectionKeeperHandler?
func execute(context: ConnectionKeeperHandlerContext) {
context.connection.disconnect()
}
func canExcute(context: ConnectionKeeperHandlerContext) -> Bool {
if context.connection.connectionState == .disconnected && !context.isOccupie {
return true
}
return false
}
}
let connection = SIOConnection(url: URL(string: "wss://pinkoi.com")!)
let disconnectedHandler = DisconnectedConnectionKeeperHandler()
let reconnectHandler = ReconnectConnectionKeeperHandler()
let releasedHandler = ReleasedConnectionKeeperHandler()
disconnectedHandler.nextHandler = reconnectHandler
reconnectHandler.nextHandler = releasedHandler
disconnectedHandler.handle(context: ConnectionKeeperHandlerContext(connection: connection, isOccupie: false))
需求场景 4.
What?
我们封装出的 Connection 需要经过 setup 后才能使用,例如给予 URL Path、设定 Config…等等
Why?
-
可以弹性的增减构建开口
-
可复用构建逻辑
-
未封装的话,外部可以不照预期操作类别
-
e.g.:
❌
let connection = Connection()
connection.send(event) // unexpected method call, should call .connect() first
✅
let connection = Connection()
connection.connect()
connection.send(event)
// but...who knows???
How?
- Builder Pattern :创建型 Pattern,能够分步骤构建对象及复用构建方法。

- Builder Pattern:
SIOConnectionBuilder为Connection的构建器,负责设定、存放构建Connection时会用到的资料;ConnectionConfiguration抽象介面用来保证要使用Connection前必须呼叫.connect()才能拿到Connection实体。
enum ConnectionState {
case created
case connected
case disconnected
case reconnecting
case released
}
protocol Connection {
var connectionState: ConnectionState {get}
var url: URL {get}
var id: UUID {get}
init(url: URL)
func connect()
func reconnect()
func disconnect()
func sendEvent(_ event: String)
func onEvent(_ event: String) -> AnyPublisher<Data?, Never>
}
// Socket.IO Implementation
class SIOConnection: Connection {
let connectionState: ConnectionState = .created
let url: URL
let id: UUID = UUID()
required init(url: URL) {
self.url = url
//
}
func connect() {
//
}
func disconnect() {
//
}
func reconnect() {
//
}
func sendEvent(_ event: String) {
//
}
func onEvent(_ event: String) -> AnyPublisher<Data?, Never> {
//
return PassthroughSubject<Data?, Never>().eraseToAnyPublisher()
}
}
//
class SIOConnectionClient: ConnectionConfiguration {
private let url: URL
private let config: [String: Any]
init(url: URL, config: [String: Any]) {
self.url = url
self.config = config
}
func connect() -> Connection {
// set config
return SIOConnection(url: url)
}
}
protocol ConnectionConfiguration {
func connect() -> Connection
}
class SIOConnectionBuilder {
private(set) var config: [String: Any] = [:]
func setConfig(_ config: [String: Any]) -> SIOConnectionBuilder {
self.config = config
return self
}
// url is required parameter
func build(url: URL) -> ConnectionConfiguration {
return SIOConnectionClient(url: url, config: self.config)
}
}
let builder = SIOConnectionBuilder().setConfig(["test":123])
let connection1 = builder.build(url: URL(string: "wss://pinkoi.com/1")!).connect()
let connection2 = builder.build(url: URL(string: "wss://pinkoi.com/1")!).connect()
延伸:这里也可以再套用 Factory Pattern ,将用工厂产出 SIOConnection 。
完结!
以上就是本次封装 Socket.IO 中遇到的四个场景及七个使用到解决问题的 Design Patterns。
最后附上此次封装 Socket.IO 的完整设计蓝图

与文中命名、示范略为不同,这张图才是真实的设计架构;有机会再请原设计者分享设计理念及开源。
Who?
谁做了这些设计跟负责 Socket.IO 封装专案呢?
Sean Zheng , Android Engineer @ Pinkoi

主要架构设计者、Design Pattern 评估套用、在 Android 端使用 Kotlin 实现设计。
ZhgChgLi , Enginner Lead/iOS Enginner @ Pinkoi

Platform Team 专案负责人、Pair programming、在 iOS 端使用 Swift 实现设计、讨论并提出质疑(a.k.a. 出一张嘴)及最后撰写本文与大家分享。



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