docs(10_Wiki): Topic_Business/General/Graphic/Programming을 Topics/ 하위로 이동
최상위 10_Wiki/Topic_*였던 4개 카테고리 폴더를 10_Wiki/Topics/Topic_* 로 재배치. 콘텐츠 변경 없음(순수 폴더 이동) — Topics/ 하위 나머지 폴더는 이미 지난 커밋에서 전부 정리된 상태(잔존 항목은 에이전트 운영 상태 및 사용자가 보존을 요청한 업데이트0615/무제 3.canvas 뿐).
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id: wiki-2026-0508-websockets-and-realtime
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title: WebSockets and Realtime
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [WebSockets, Realtime Communication, WS]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [websockets, realtime, low-latency, pubsub, full-duplex]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: TypeScript / Go
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framework: Bun / uWebSockets.js / Centrifugo
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---
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# WebSockets and Realtime
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 Lifecycle
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1. HTTP `GET` + `Upgrade: websocket` + `Sec-WebSocket-Key`.
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2. Server 의 `101 Switching Protocols` + `Sec-WebSocket-Accept`.
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3. Frame-based (text=0x1, binary=0x2, ping=0x9, pong=0xA, close=0x8).
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4. Full-duplex 까지 매 connection 의 close.
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### 매 Scaling challenges
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- **Sticky session 또는 pub/sub fanout**: 매 connection 의 single node binding.
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- **Backpressure**: slow client → memory bloat. `bufferedAmount` watch.
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- **Reconnect + resume**: client state 의 server-side snapshot.
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- **Auth**: query token (logged in proxies) vs. first-message handshake (recommended).
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### 매 대안 매트릭스
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- **SSE**: server → client only, simpler, HTTP/2 multiplexed.
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- **WebTransport**: HTTP/3, datagrams + streams, 매 future.
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- **Long polling**: legacy fallback.
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### 매 응용
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1. Chat / collaborative docs (Yjs, Liveblocks).
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2. Trading / live odds / dashboards.
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3. Multiplayer game (low-tick) — 매 보통 UDP/WebTransport 가 더 좋음.
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4. AI streaming (token-by-token, 매 SSE 가 더 흔함).
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## 💻 패턴
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### Bun WebSocket server (high perf)
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```typescript
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Bun.serve<{ userId: string }>({
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port: 3000,
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fetch(req, server) {
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const userId = verifyJWT(new URL(req.url).searchParams.get('token'));
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if (!userId) return new Response('unauth', { status: 401 });
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if (server.upgrade(req, { data: { userId } })) return;
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return new Response('expected ws', { status: 400 });
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},
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websocket: {
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open(ws) { ws.subscribe(`user:${ws.data.userId}`); },
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message(ws, msg) {
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const { room, body } = JSON.parse(msg as string);
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ws.publish(`room:${room}`, JSON.stringify({ from: ws.data.userId, body }));
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},
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close(ws) { /* cleanup */ },
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},
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});
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```
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### Client with auto-reconnect
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```typescript
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class RealtimeClient {
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private ws?: WebSocket;
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private retry = 0;
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connect() {
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this.ws = new WebSocket(`wss://api/rt?token=${this.token}`);
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this.ws.onopen = () => { this.retry = 0; this.flush(); };
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this.ws.onmessage = (e) => this.dispatch(JSON.parse(e.data));
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this.ws.onclose = () => {
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const delay = Math.min(30_000, 2 ** this.retry++ * 1000) + Math.random() * 500;
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setTimeout(() => this.connect(), delay);
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};
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}
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send(obj: unknown) {
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if (this.ws?.readyState === 1) this.ws.send(JSON.stringify(obj));
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else this.queue.push(obj);
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}
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}
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```
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### Redis pub/sub fanout (multi-node)
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```typescript
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const sub = redis.duplicate();
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await sub.subscribe('room:*', (msg, channel) => {
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const room = channel.split(':')[1];
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server.publish(`room:${room}`, msg); // 매 local connections 만
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});
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// publisher (any node)
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await redis.publish(`room:${room}`, JSON.stringify(payload));
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```
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### Heartbeat + dead connection detection
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```typescript
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setInterval(() => {
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for (const ws of server.publishToSubscribers) {
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if (Date.now() - ws.data.lastPong > 60_000) ws.close(1011, 'stale');
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else ws.ping();
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}
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}, 30_000);
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```
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### Yjs collaborative doc
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```typescript
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import * as Y from 'yjs';
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import { WebsocketProvider } from 'y-websocket';
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const doc = new Y.Doc();
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const provider = new WebsocketProvider('wss://yjs.example/sync', `doc:${docId}`, doc);
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const text = doc.getText('content');
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text.observe(e => render(text.toString()));
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text.insert(0, 'Hello'); // 매 CRDT-merged 매 모든 client
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```
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### Backpressure
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```typescript
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ws.send(payload);
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if (ws.bufferedAmount > 1_000_000) {
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ws.close(1013, 'backpressure'); // drop slow client
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Server → client only stream | SSE (simpler, HTTP/2) |
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| Bidirectional, < 10k conn / node | WebSocket on Bun/Node |
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| 100k+ conn / node | uWebSockets.js, Go (gobwas/ws), Rust |
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| Managed pub/sub | Centrifugo, Ably, Pusher |
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| Collab editing | Yjs / Automerge over WS |
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| Low-latency game | WebTransport (HTTP/3) |
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**기본값**: WSS + JWT in first message + Redis pub/sub fanout + 30s heartbeat + exponential reconnect.
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## 🔗 Graph
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- 부모: [[Realtime-Communication]] · [[HTTP]]
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- 변형: [[Server-Sent-Events]] · [[WebTransport]]
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- Adjacent: [[Redis-PubSub]] · [[CRDT]] · [[WebHooks_and_Notifications]]
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## 🤖 LLM 활용
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**언제**: server scaffolding, reconnect logic, fanout pattern.
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**언제 X**: 매 production-scale tuning (kernel, ulimit, TLS termination) — empirical.
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## ❌ 안티패턴
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- **No heartbeat**: 매 NAT/proxy 의 silent close → zombie connections.
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- **Token in URL query**: 매 server log 의 leak. Use first-message handshake.
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- **Synchronous DB call in onmessage**: blocks event loop.
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- **Per-connection in-memory state w/o backup**: 매 node restart → data loss.
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- **No backpressure check**: slow client OOMs server.
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## 🧪 검증 / 중복
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- Verified (RFC 6455, Bun/uWS docs, Yjs/Centrifugo prod patterns).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Bun WS + reconnect + Redis fanout 패턴 |
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