---
id: wiki-2026-0508-websockets-and-realtime
title: WebSockets and Realtime
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [WebSockets, Realtime Communication, WS]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [websockets, realtime, low-latency, pubsub, full-duplex]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: TypeScript / Go
  framework: Bun / uWebSockets.js / Centrifugo
---

# WebSockets and Realtime

## 매 한 줄
> **"매 single TCP connection over HTTP upgrade — 매 full-duplex, low-overhead binary/text framing 의 realtime 표준"**. 2011 RFC 6455, 2026 WebTransport (HTTP/3) 가 등장했지만 WS 는 여전히 ubiquitous. 매 chat, collaborative editing, live dashboards, gaming 의 backbone.

## 매 핵심

### 매 Lifecycle
1. HTTP `GET` + `Upgrade: websocket` + `Sec-WebSocket-Key`.
2. Server 의 `101 Switching Protocols` + `Sec-WebSocket-Accept`.
3. Frame-based (text=0x1, binary=0x2, ping=0x9, pong=0xA, close=0x8).
4. Full-duplex 까지 매 connection 의 close.

### 매 Scaling challenges
- **Sticky session 또는 pub/sub fanout**: 매 connection 의 single node binding.
- **Backpressure**: slow client → memory bloat. `bufferedAmount` watch.
- **Reconnect + resume**: client state 의 server-side snapshot.
- **Auth**: query token (logged in proxies) vs. first-message handshake (recommended).

### 매 대안 매트릭스
- **SSE**: server → client only, simpler, HTTP/2 multiplexed.
- **WebTransport**: HTTP/3, datagrams + streams, 매 future.
- **Long polling**: legacy fallback.

### 매 응용
1. Chat / collaborative docs (Yjs, Liveblocks).
2. Trading / live odds / dashboards.
3. Multiplayer game (low-tick) — 매 보통 UDP/WebTransport 가 더 좋음.
4. AI streaming (token-by-token, 매 SSE 가 더 흔함).

## 💻 패턴

### Bun WebSocket server (high perf)
```typescript
Bun.serve<{ userId: string }>({
  port: 3000,
  fetch(req, server) {
    const userId = verifyJWT(new URL(req.url).searchParams.get('token'));
    if (!userId) return new Response('unauth', { status: 401 });
    if (server.upgrade(req, { data: { userId } })) return;
    return new Response('expected ws', { status: 400 });
  },
  websocket: {
    open(ws) { ws.subscribe(`user:${ws.data.userId}`); },
    message(ws, msg) {
      const { room, body } = JSON.parse(msg as string);
      ws.publish(`room:${room}`, JSON.stringify({ from: ws.data.userId, body }));
    },
    close(ws) { /* cleanup */ },
  },
});
```

### Client with auto-reconnect
```typescript
class RealtimeClient {
  private ws?: WebSocket;
  private retry = 0;

  connect() {
    this.ws = new WebSocket(`wss://api/rt?token=${this.token}`);
    this.ws.onopen = () => { this.retry = 0; this.flush(); };
    this.ws.onmessage = (e) => this.dispatch(JSON.parse(e.data));
    this.ws.onclose = () => {
      const delay = Math.min(30_000, 2 ** this.retry++ * 1000) + Math.random() * 500;
      setTimeout(() => this.connect(), delay);
    };
  }
  send(obj: unknown) {
    if (this.ws?.readyState === 1) this.ws.send(JSON.stringify(obj));
    else this.queue.push(obj);
  }
}
```

### Redis pub/sub fanout (multi-node)
```typescript
const sub = redis.duplicate();
await sub.subscribe('room:*', (msg, channel) => {
  const room = channel.split(':')[1];
  server.publish(`room:${room}`, msg);  // 매 local connections 만
});

// publisher (any node)
await redis.publish(`room:${room}`, JSON.stringify(payload));
```

### Heartbeat + dead connection detection
```typescript
setInterval(() => {
  for (const ws of server.publishToSubscribers) {
    if (Date.now() - ws.data.lastPong > 60_000) ws.close(1011, 'stale');
    else ws.ping();
  }
}, 30_000);
```

### Yjs collaborative doc
```typescript
import * as Y from 'yjs';
import { WebsocketProvider } from 'y-websocket';

const doc = new Y.Doc();
const provider = new WebsocketProvider('wss://yjs.example/sync', `doc:${docId}`, doc);
const text = doc.getText('content');
text.observe(e => render(text.toString()));
text.insert(0, 'Hello');  // 매 CRDT-merged 매 모든 client
```

### Backpressure
```typescript
ws.send(payload);
if (ws.bufferedAmount > 1_000_000) {
  ws.close(1013, 'backpressure');  // drop slow client
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Server → client only stream | SSE (simpler, HTTP/2) |
| Bidirectional, < 10k conn / node | WebSocket on Bun/Node |
| 100k+ conn / node | uWebSockets.js, Go (gobwas/ws), Rust |
| Managed pub/sub | Centrifugo, Ably, Pusher |
| Collab editing | Yjs / Automerge over WS |
| Low-latency game | WebTransport (HTTP/3) |

**기본값**: WSS + JWT in first message + Redis pub/sub fanout + 30s heartbeat + exponential reconnect.

## 🔗 Graph
- 부모: [[Realtime-Communication]] · [[HTTP]]
- 변형: [[Server-Sent-Events]] · [[WebTransport]]
- Adjacent: [[Redis-PubSub]] · [[CRDT]] · [[WebHooks_and_Notifications]]

## 🤖 LLM 활용
**언제**: server scaffolding, reconnect logic, fanout pattern.
**언제 X**: 매 production-scale tuning (kernel, ulimit, TLS termination) — empirical.

## ❌ 안티패턴
- **No heartbeat**: 매 NAT/proxy 의 silent close → zombie connections.
- **Token in URL query**: 매 server log 의 leak. Use first-message handshake.
- **Synchronous DB call in onmessage**: blocks event loop.
- **Per-connection in-memory state w/o backup**: 매 node restart → data loss.
- **No backpressure check**: slow client OOMs server.

## 🧪 검증 / 중복
- Verified (RFC 6455, Bun/uWS docs, Yjs/Centrifugo prod patterns).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Bun WS + reconnect + Redis fanout 패턴 |
