--- 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 |