299 lines
11 KiB
Markdown
299 lines
11 KiB
Markdown
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<p align="center">
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<img width="300" src=".github/logo.png"/>
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</p>
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<p align="center">
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<img src="https://github.com/supabase/realtime-csharp/workflows/Build%20And%20Test/badge.svg"/>
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<a href="https://www.nuget.org/packages/realtime-csharp/">
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<img src="https://img.shields.io/badge/dynamic/json?color=green&label=Nuget%20Release&query=data[0].version&url=https%3A%2F%2Fazuresearch-usnc.nuget.org%2Fquery%3Fq%3Dpackageid%3Arealtime-csharp"/>
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</a>
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</p>
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---
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## BREAKING CHANGES MOVING FROM v5.x.x to v6.x.x
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- The realtime client now takes a "fail-fast" approach. On establishing an initial connection, client will throw
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a `RealtimeException` in `ConnectAsync()` if the socket server is unreachable. After an initial connection has been
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established, the **client will continue attempting reconnections indefinitely until disconnected.**
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- [Major, New] C# `EventHandlers` have been changed to `delegates`. This should allow for cleaner event data access over
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the previous subclassed `EventArgs` setup. Events are scoped accordingly. For example, the `RealtimeSocket` error
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handlers will receive events regarding socket connectivity; whereas the `RealtimeChannel` error handlers will receive
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events according to `Channel` joining/leaving/etc. This is implemented with the following methods prefixed by (
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Add/Remove/Clear):
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- `RealtimeBroadcast.AddBroadcastEventHandler`
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- `RealtimePresence.AddPresenceEventHandler`
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- `RealtimeSocket.AddStateChangedHandler`
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- `RealtimeSocket.AddMessageReceivedHandler`
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- `RealtimeSocket.AddHeartbeatHandler`
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- `RealtimeSocket.AddErrorHandler`
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- `RealtimeClient.AddDebugHandler`
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- `RealtimeClient.AddStateChangedHandler`
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- `RealtimeChannel.AddPostgresChangeHandler`
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- `RealtimeChannel.AddMessageReceivedHandler`
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- `RealtimeChannel.AddErrorHandler`
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- `Push.AddMessageReceivedHandler`
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- [Major, new] `ClientOptions.Logger` has been removed in favor of `Client.AddDebugHandler()` which allows for
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implementing custom logging solutions if desired.
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- A simple logger can be set up with the following:
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```c#
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client.AddDebugHandler((sender, message, exception) => Debug.WriteLine(message));
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```
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- [Major] `Connect()` has been marked `Obsolete` in favor of `ConnectAsync()`
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- Custom reconnection logic has been removed in favor of using the built-in logic from `Websocket.Client@4.6.1`.
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- Exceptions that are handled within this library have been marked as `RealtimeException`s.
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- The local, docker-composed test suite has been brought back (as opposed to remotely testing on live supabase servers)
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to test against.
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- Comments have been added throughout the entire codebase and an `XML` file is now generated on build.
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---
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**See realtime-csharp in action [here](https://multiplayer-csharp.azurewebsites.net/).**
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`realtime-csharp` is written as a client library for [supabase/realtime](https://github.com/supabase/realtime).
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Documentation can be
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found [here](https://supabase-community.github.io/realtime-csharp/api/Supabase.Realtime.Client.html).
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The bulk of this library is a translation and c-sharp-ification of
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the [supabase/realtime-js](https://github.com/supabase/realtime-js) library.
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**The Websocket-sharp implementation that Realtime-csharp is dependent on does _not_ support TLS1.3**
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## Getting Started
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Care was had to make this API as _easy<sup>tm</sup>_ to interact with as possible. `Connect()` and `Subscribe()`
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have `await`-able signatures
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which allow Users to be assured that a connection exists prior to interacting with it.
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```c#
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var endpoint = "ws://realtime-dev.localhost:4000/socket";
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client = new Client(endpoint);
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await client.ConnectAsync();
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// Shorthand for registering a postgres_changes subscription
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var channel = client.Channel("realtime", "public", "todos");
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// Listen to Updates
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channel.AddPostgresChangeHandler(ListenType.Updates, (_, change) =>
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{
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var model = change.Model<Todo>();
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var oldModel = change.OldModel<Todo>();
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});
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await channel.Subscribe();
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```
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Leveraging `Postgrest.BaseModel`s, one ought to be able to coerce SocketResponse Records into their associated models by
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calling:
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```c#
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// ...
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var channel = client.Channel("realtime", "public", "users");
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channel.AddPostgresChangeHandler(ListenType.Inserts, (_, change) =>
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{
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var model = change.Model<Todo>();
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});
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await channel.Subscribe();
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```
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## Broadcast
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"Broadcast follows the publish-subscribe pattern where a client publishes messages to a channel with a unique
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identifier. For example, a user could send a message to a channel with id room-1.
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Other clients can elect to receive the message in real-time by subscribing to the channel with id room-1. If these
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clients are online and subscribed then they will receive the message.
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Broadcast works by connecting your client to the nearest Realtime server, which will communicate with other servers to
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relay messages to other clients.
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A common use-case is sharing a user's cursor position with other clients in an online game."
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[Find more information here](https://supabase.com/docs/guides/realtime#broadcast)
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**Given the following model (`CursorBroadcast`):**
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```c#
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class MouseBroadcast : BaseBroadcast<MouseStatus> { }
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class MouseStatus
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{
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[JsonProperty("mouseX")]
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public float MouseX { get; set; }
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[JsonProperty("mouseY")]
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public float MouseY { get; set; }
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[JsonProperty("userId")]
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public string UserId { get; set; }
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}
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```
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**Listen for typed broadcast events**:
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```c#
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var channel = supabase.Realtime.Channel("cursor");
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var broadcast = channel.Register<MouseBroadcast>(false, true);
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broadcast.AddBroadcastEventHandler((sender, _) =>
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{
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// Retrieved typed model.
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var state = broadcast.Current();
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Debug.WriteLine($"{state.Payload}: {state.Payload.MouseX}:{state.Payload.MouseY}");
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});
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await channel.Subscribe();
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```
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**Broadcast an event**:
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```c#
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var channel = supabase.Realtime.Channel("cursor");
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var data = new CursorBroadcast { Event = "cursor", Payload = new MouseStatus { MouseX = 123, MouseY = 456 } };
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channel.Send(ChannelType.Broadcast, data);
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```
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## Presence
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"Presence utilizes an in-memory conflict-free replicated data type (CRDT) to track and synchronize shared state in an
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eventually consistent manner. It computes the difference between existing state and new state changes and sends the
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necessary updates to clients via Broadcast.
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When a new client subscribes to a channel, it will immediately receive the channel's latest state in a single message
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instead of waiting for all other clients to send their individual states.
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Clients are free to come-and-go as they please, and as long as they are all subscribed to the same channel then they
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will all have the same Presence state as each other.
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The neat thing about Presence is that if a client is suddenly disconnected (for example, they go offline), their state
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will be automatically removed from the shared state. If you've ever tried to build an “I'm online” feature which handles
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unexpected disconnects, you'll appreciate how useful this is."
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[Find more information here](https://supabase.com/docs/guides/realtime#presence)
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**Given the following model: (`UserPresence`)**
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```c#
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class UserPresence: BasePresence
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{
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[JsonProperty("lastSeen")]
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public DateTime LastSeen { get; set; }
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}
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```
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**Listen for typed presence events**:
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```c#
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var presenceId = Guid.NewGuid().ToString();
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var channel = supabase.Realtime.Channel("last-seen");
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var presence = channel.Register<UserPresence>(presenceId);
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presence.AddPresenceEventHandler(EventType.Sync, (sender, type) =>
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{
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foreach (var state in presence.CurrentState)
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{
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var userId = state.Key;
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var lastSeen = state.Value.First().LastSeen;
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Debug.WriteLine($"{userId}: {lastSeen}");
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}
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});
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await channel.Subscribe();
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```
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**Track a user presence event**:
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```c#
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var presenceId = Guid.NewGuid().ToString();
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var channel = supabase.Realtime.Channel("last-seen");
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var presence = channel.Register<UserPresence>(presenceId);
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presence.Track(new UserPresence { LastSeen = DateTime.Now });
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```
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## Postgres Changes
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"Postgres Changes enable you to listen to database changes and have them broadcast to authorized clients based
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on [Row Level Security (RLS)](https://supabase.com/docs/guides/auth/row-level-security) policies.
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This works by Realtime polling your database's logical replication slot for changes, passing those changes to
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the [apply_rls](https://github.com/supabase/walrus#reading-wal) SQL function to determine which clients have permission,
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and then using Broadcast to send those changes to clients.
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Realtime requires a publication called `supabase_realtime` to determine which tables to poll. You must add tables to
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this publication prior to clients subscribing to channels that want to listen for database changes.
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We strongly encourage you to enable RLS on your database tables and have RLS policies in place to prevent unauthorized
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parties from accessing your data."
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[Find More Information here](https://supabase.com/docs/guides/realtime#postgres-changes)
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**Using the new `Register` method:**
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```c#
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var channel = supabase.Realtime.Channel("public-users");
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channel.Register(new PostgresChangesOptions("public", "users"));
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channel.AddPostgresChangeHandler(ListenType.All, (sender, change) =>
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{
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switch (change.Event)
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{
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case EventType.Insert:
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// User has been created
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break;
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case EventType.Update:
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// User has been updated
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break;
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case EventType.Delete:
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// User has been deleted
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break;
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}
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});
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await channel.Subscribe();
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```
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## Status
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- [x] Client Connects to Websocket
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- [x] Socket Event Handlers
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- [x] Open
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- [x] Close - when channel is explicitly closed by server or by calling `Channel.Unsubscribe()`
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- [x] Error
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- [x] Realtime Event Handlers
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- [x] `INSERT`
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- [x] `UPDATE`
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- [x] `DELETE`
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- [x] `*`
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- [x] Join channels of format:
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- [x] `{database}`
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- [x] `{database}:{schema}`
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- [x] `{database}:{schema}:{table}`
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- [x] `{database}:{schema}:{table}:{col}.eq.{val}`
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- [x] Responses supply a Generically Typed Model derived from `BaseModel`
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- [x] Ability to remove subscription to Realtime Events
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- [x] Ability to disconnect from socket.
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- [x] Socket reconnects when possible
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- [x] Unit Tests
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- [x] Documentation
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- [x] Nuget Release
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## Package made possible through the efforts of:
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Join the ranks! See a problem? Help fix it!
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<a href="https://github.com/supabase-community/realtime-csharp/graphs/contributors">
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<img src="https://contrib.rocks/image?repo=supabase-community/realtime-csharp" />
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</a>
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Made with [contrib.rocks](https://contrib.rocks/preview?repo=supabase-community%2Frealtime-csharp).
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## Contributing
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We are more than happy to have contributions! Please submit a PR.
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## Testing
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Note that the latest versions of `supabase/realtime` expect to be able to access a subdomain matching the tenant. For
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the case of testing, this means that `realtime-dev.localhost:4000` should be available. To have tests run locally,
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please add a hosts entry on your system for: `127.0.0.1 realtime-dev.localhost`
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