gecko-dev/dom/push/PushServiceWebSocket.jsm
2015-08-11 07:30:38 -07:00

1346 lines
42 KiB
JavaScript

/* jshint moz: true, esnext: true */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
"use strict";
const Cc = Components.classes;
const Ci = Components.interfaces;
const Cu = Components.utils;
const Cr = Components.results;
const {PushDB} = Cu.import("resource://gre/modules/PushDB.jsm");
const {PushRecord} = Cu.import("resource://gre/modules/PushRecord.jsm");
Cu.import("resource://gre/modules/Preferences.jsm");
Cu.import("resource://gre/modules/Timer.jsm");
Cu.import("resource://gre/modules/Promise.jsm");
Cu.import("resource://gre/modules/XPCOMUtils.jsm");
Cu.import("resource://gre/modules/Services.jsm");
XPCOMUtils.defineLazyServiceGetter(this, "gDNSService",
"@mozilla.org/network/dns-service;1",
"nsIDNSService");
#ifdef MOZ_B2G
XPCOMUtils.defineLazyServiceGetter(this, "gPowerManagerService",
"@mozilla.org/power/powermanagerservice;1",
"nsIPowerManagerService");
#endif
var threadManager = Cc["@mozilla.org/thread-manager;1"]
.getService(Ci.nsIThreadManager);
const kPUSHWSDB_DB_NAME = "pushapi";
const kPUSHWSDB_DB_VERSION = 4; // Change this if the IndexedDB format changes
const kPUSHWSDB_STORE_NAME = "pushapi";
const kUDP_WAKEUP_WS_STATUS_CODE = 4774; // WebSocket Close status code sent
// by server to signal that it can
// wake client up using UDP.
const prefs = new Preferences("dom.push.");
this.EXPORTED_SYMBOLS = ["PushServiceWebSocket"];
// Don't modify this, instead set dom.push.debug.
let gDebuggingEnabled = true;
function debug(s) {
if (gDebuggingEnabled) {
dump("-*- PushServiceWebSocket.jsm: " + s + "\n");
}
}
// Set debug first so that all debugging actually works.
gDebuggingEnabled = prefs.get("debug");
/**
* A proxy between the PushService and the WebSocket. The listener is used so
* that the PushService can silence messages from the WebSocket by setting
* PushWebSocketListener._pushService to null. This is required because
* a WebSocket can continue to send messages or errors after it has been
* closed but the PushService may not be interested in these. It's easier to
* stop listening than to have checks at specific points.
*/
var PushWebSocketListener = function(pushService) {
this._pushService = pushService;
};
PushWebSocketListener.prototype = {
onStart: function(context) {
if (!this._pushService) {
return;
}
this._pushService._wsOnStart(context);
},
onStop: function(context, statusCode) {
if (!this._pushService) {
return;
}
this._pushService._wsOnStop(context, statusCode);
},
onAcknowledge: function(context, size) {
// EMPTY
},
onBinaryMessageAvailable: function(context, message) {
// EMPTY
},
onMessageAvailable: function(context, message) {
if (!this._pushService) {
return;
}
this._pushService._wsOnMessageAvailable(context, message);
},
onServerClose: function(context, aStatusCode, aReason) {
if (!this._pushService) {
return;
}
this._pushService._wsOnServerClose(context, aStatusCode, aReason);
}
};
// websocket states
// websocket is off
const STATE_SHUT_DOWN = 0;
// Websocket has been opened on client side, waiting for successful open.
// (_wsOnStart)
const STATE_WAITING_FOR_WS_START = 1;
// Websocket opened, hello sent, waiting for server reply (_handleHelloReply).
const STATE_WAITING_FOR_HELLO = 2;
// Websocket operational, handshake completed, begin protocol messaging.
const STATE_READY = 3;
this.PushServiceWebSocket = {
_mainPushService: null,
_serverURI: null,
newPushDB: function() {
return new PushDB(kPUSHWSDB_DB_NAME,
kPUSHWSDB_DB_VERSION,
kPUSHWSDB_STORE_NAME,
"channelID",
PushRecordWebSocket);
},
disconnect: function() {
this._shutdownWS();
},
observe: function(aSubject, aTopic, aData) {
switch (aTopic) {
case "nsPref:changed":
if (aData == "dom.push.debug") {
gDebuggingEnabled = prefs.get("debug");
}
break;
case "timer-callback":
if (aSubject == this._requestTimeoutTimer) {
if (Object.keys(this._pendingRequests).length === 0) {
this._requestTimeoutTimer.cancel();
}
// Set to true if at least one request timed out.
let requestTimedOut = false;
for (let channelID in this._pendingRequests) {
let duration = Date.now() - this._pendingRequests[channelID].ctime;
// If any of the registration requests time out, all the ones after it
// also made to fail, since we are going to be disconnecting the
// socket.
if (requestTimedOut || duration > this._requestTimeout) {
debug("Request timeout: Removing " + channelID);
requestTimedOut = true;
this._pendingRequests[channelID]
.reject({status: 0, error: "TimeoutError"});
delete this._pendingRequests[channelID];
}
}
// The most likely reason for a registration request timing out is
// that the socket has disconnected. Best to reconnect.
if (requestTimedOut) {
this._shutdownWS();
this._reconnectAfterBackoff();
}
}
break;
}
},
checkServerURI: function(serverURL) {
if (!serverURL) {
debug("No dom.push.serverURL found!");
return;
}
let uri;
try {
uri = Services.io.newURI(serverURL, null, null);
} catch(e) {
debug("Error creating valid URI from dom.push.serverURL (" +
serverURL + ")");
return null;
}
if (uri.scheme !== "wss") {
debug("Unsupported websocket scheme " + uri.scheme);
return null;
}
return uri;
},
get _UAID() {
return prefs.get("userAgentID");
},
set _UAID(newID) {
if (typeof(newID) !== "string") {
debug("Got invalid, non-string UAID " + newID +
". Not updating userAgentID");
return;
}
debug("New _UAID: " + newID);
prefs.set("userAgentID", newID);
},
_ws: null,
_pendingRequests: {},
_currentState: STATE_SHUT_DOWN,
_requestTimeout: 0,
_requestTimeoutTimer: null,
_retryFailCount: 0,
/**
* According to the WS spec, servers should immediately close the underlying
* TCP connection after they close a WebSocket. This causes wsOnStop to be
* called with error NS_BASE_STREAM_CLOSED. Since the client has to keep the
* WebSocket up, it should try to reconnect. But if the server closes the
* WebSocket because it will wake up the client via UDP, then the client
* shouldn't re-establish the connection. If the server says that it will
* wake up the client over UDP, this is set to true in wsOnServerClose. It is
* checked in wsOnStop.
*/
_willBeWokenUpByUDP: false,
/**
* Holds if the adaptive ping is enabled. This is read on init().
* If adaptive ping is enabled, a new ping is calculed each time we receive
* a pong message, trying to maximize network resources while minimizing
* cellular signalling storms.
*/
_adaptiveEnabled: false,
/**
* This saves a flag about if we need to recalculate a new ping, based on:
* 1) the gap between the maximum working ping and the first ping that
* gives an error (timeout) OR
* 2) we have reached the pref of the maximum value we allow for a ping
* (dom.push.adaptive.upperLimit)
*/
_recalculatePing: true,
/**
* This map holds a (pingInterval, triedTimes) of each pingInterval tried.
* It is used to check if the pingInterval has been tested enough to know that
* is incorrect and is above the limit the network allow us to keep the
* connection open.
*/
_pingIntervalRetryTimes: {},
/**
* Holds the lastGoodPingInterval for our current connection.
*/
_lastGoodPingInterval: 0,
/**
* Maximum ping interval that we can reach.
*/
_upperLimit: 0,
/**
* Sends a message to the Push Server through an open websocket.
* typeof(msg) shall be an object
*/
_wsSendMessage: function(msg) {
if (!this._ws) {
debug("No WebSocket initialized. Cannot send a message.");
return;
}
msg = JSON.stringify(msg);
debug("Sending message: " + msg);
this._ws.sendMsg(msg);
},
init: function(options, mainPushService, serverURI) {
debug("init()");
this._mainPushService = mainPushService;
this._serverURI = serverURI;
// Override the default WebSocket factory function. The returned object
// must be null or satisfy the nsIWebSocketChannel interface. Used by
// the tests to provide a mock WebSocket implementation.
if (options.makeWebSocket) {
this._makeWebSocket = options.makeWebSocket;
}
// Override the default UDP socket factory function. The returned object
// must be null or satisfy the nsIUDPSocket interface. Used by the
// UDP tests.
if (options.makeUDPSocket) {
this._makeUDPSocket = options.makeUDPSocket;
}
this._networkInfo = options.networkInfo;
if (!this._networkInfo) {
this._networkInfo = PushNetworkInfo;
}
this._requestTimeout = prefs.get("requestTimeout");
this._adaptiveEnabled = prefs.get('adaptive.enabled');
this._upperLimit = prefs.get('adaptive.upperLimit');
gDebuggingEnabled = prefs.get("debug");
prefs.observe("debug", this);
},
_shutdownWS: function() {
debug("shutdownWS()");
this._currentState = STATE_SHUT_DOWN;
this._willBeWokenUpByUDP = false;
if (this._wsListener) {
this._wsListener._pushService = null;
}
try {
this._ws.close(0, null);
} catch (e) {}
this._ws = null;
this._waitingForPong = false;
if (this._mainPushService) {
this._mainPushService.stopAlarm();
} else {
dump("This should not happend");
}
this._cancelPendingRequests();
if (this._notifyRequestQueue) {
this._notifyRequestQueue();
this._notifyRequestQueue = null;
}
},
uninit: function() {
if (this._udpServer) {
this._udpServer.close();
this._udpServer = null;
}
// All pending requests (ideally none) are dropped at this point. We
// shouldn't have any applications performing registration/unregistration
// or receiving notifications.
this._shutdownWS();
if (this._requestTimeoutTimer) {
this._requestTimeoutTimer.cancel();
}
this._mainPushService = null;
},
/**
* How retries work: The goal is to ensure websocket is always up on
* networks not supporting UDP. So the websocket should only be shutdown if
* onServerClose indicates UDP wakeup. If WS is closed due to socket error,
* _reconnectAfterBackoff() is called. The retry alarm is started and when
* it times out, beginWSSetup() is called again.
*
* On a successful connection, the alarm is cancelled in
* wsOnMessageAvailable() when the ping alarm is started.
*
* If we are in the middle of a timeout (i.e. waiting), but
* a register/unregister is called, we don't want to wait around anymore.
* _sendRequest will automatically call beginWSSetup(), which will cancel the
* timer. In addition since the state will have changed, even if a pending
* timer event comes in (because the timer fired the event before it was
* cancelled), so the connection won't be reset.
*/
_reconnectAfterBackoff: function() {
debug("reconnectAfterBackoff()");
//Calculate new ping interval
this._calculateAdaptivePing(true /* wsWentDown */);
// Calculate new timeout, but cap it to pingInterval.
let retryTimeout = prefs.get("retryBaseInterval") *
Math.pow(2, this._retryFailCount);
retryTimeout = Math.min(retryTimeout, prefs.get("pingInterval"));
this._retryFailCount++;
debug("Retry in " + retryTimeout + " Try number " + this._retryFailCount);
if (this._mainPushService) {
this._mainPushService.setAlarm(retryTimeout);
} else {
dump("This should not happend");
}
},
/**
* We need to calculate a new ping based on:
* 1) Latest good ping
* 2) A safe gap between 1) and the calculated new ping (which is
* by default, 1 minute)
*
* This is for 3G networks, whose connections keepalives differ broadly,
* for example:
* 1) Movistar Spain: 29 minutes
* 2) VIVO Brazil: 5 minutes
* 3) Movistar Colombia: XXX minutes
*
* So a fixed ping is not good for us for two reasons:
* 1) We might lose the connection, so we need to reconnect again (wasting
* resources)
* 2) We use a lot of network signaling just for pinging.
*
* This algorithm tries to search the best value between a disconnection and a
* valid ping, to ensure better battery life and network resources usage.
*
* The value is saved in dom.push.pingInterval
* @param wsWentDown [Boolean] if the WebSocket was closed or it is still
* alive
*
*/
_calculateAdaptivePing: function(wsWentDown) {
debug('_calculateAdaptivePing()');
if (!this._adaptiveEnabled) {
debug('Adaptive ping is disabled');
return;
}
if (this._retryFailCount > 0) {
debug('Push has failed to connect to the Push Server ' +
this._retryFailCount + ' times. ' +
'Do not calculate a new pingInterval now');
return;
}
if (!this._recalculatePing && !wsWentDown) {
debug('We do not need to recalculate the ping now, based on previous ' +
'data');
return;
}
// Save actual state of the network
let ns = this._networkInfo.getNetworkInformation();
if (ns.ip) {
// mobile
debug('mobile');
let oldNetwork = prefs.get('adaptive.mobile');
let newNetwork = 'mobile-' + ns.mcc + '-' + ns.mnc;
// Mobile networks differ, reset all intervals and pings
if (oldNetwork !== newNetwork) {
// Network differ, reset all values
debug('Mobile networks differ. Old network is ' + oldNetwork +
' and new is ' + newNetwork);
prefs.set('adaptive.mobile', newNetwork);
//We reset the upper bound member
this._recalculatePing = true;
this._pingIntervalRetryTimes = {};
// Put default values
let defaultPing = prefs.get('pingInterval.default');
prefs.set('pingInterval', defaultPing);
this._lastGoodPingInterval = defaultPing;
} else {
// Mobile network is the same, let's just update things
prefs.set('pingInterval', prefs.get('pingInterval.mobile'));
this._lastGoodPingInterval = prefs.get('adaptive.lastGoodPingInterval.mobile');
}
} else {
// wifi
debug('wifi');
prefs.set('pingInterval', prefs.get('pingInterval.wifi'));
this._lastGoodPingInterval = prefs.get('adaptive.lastGoodPingInterval.wifi');
}
let nextPingInterval;
let lastTriedPingInterval = prefs.get('pingInterval');
if (wsWentDown) {
debug('The WebSocket was disconnected, calculating next ping');
// If we have not tried this pingInterval yet, initialize
this._pingIntervalRetryTimes[lastTriedPingInterval] =
(this._pingIntervalRetryTimes[lastTriedPingInterval] || 0) + 1;
// Try the pingInterval at least 3 times, just to be sure that the
// calculated interval is not valid.
if (this._pingIntervalRetryTimes[lastTriedPingInterval] < 2) {
debug('pingInterval= ' + lastTriedPingInterval + ' tried only ' +
this._pingIntervalRetryTimes[lastTriedPingInterval] + ' times');
return;
}
// Latest ping was invalid, we need to lower the limit to limit / 2
nextPingInterval = Math.floor(lastTriedPingInterval / 2);
// If the new ping interval is close to the last good one, we are near
// optimum, so stop calculating.
if (nextPingInterval - this._lastGoodPingInterval <
prefs.get('adaptive.gap')) {
debug('We have reached the gap, we have finished the calculation');
debug('nextPingInterval=' + nextPingInterval);
debug('lastGoodPing=' + this._lastGoodPingInterval);
nextPingInterval = this._lastGoodPingInterval;
this._recalculatePing = false;
} else {
debug('We need to calculate next time');
this._recalculatePing = true;
}
} else {
debug('The WebSocket is still up');
this._lastGoodPingInterval = lastTriedPingInterval;
nextPingInterval = Math.floor(lastTriedPingInterval * 1.5);
}
// Check if we have reached the upper limit
if (this._upperLimit < nextPingInterval) {
debug('Next ping will be bigger than the configured upper limit, ' +
'capping interval');
this._recalculatePing = false;
this._lastGoodPingInterval = lastTriedPingInterval;
nextPingInterval = lastTriedPingInterval;
}
debug('Setting the pingInterval to ' + nextPingInterval);
prefs.set('pingInterval', nextPingInterval);
//Save values for our current network
if (ns.ip) {
prefs.set('pingInterval.mobile', nextPingInterval);
prefs.set('adaptive.lastGoodPingInterval.mobile',
this._lastGoodPingInterval);
} else {
prefs.set('pingInterval.wifi', nextPingInterval);
prefs.set('adaptive.lastGoodPingInterval.wifi',
this._lastGoodPingInterval);
}
},
_makeWebSocket: function(uri) {
if (!prefs.get("connection.enabled")) {
debug("_makeWebSocket: connection.enabled is not set to true. Aborting.");
return null;
}
if (Services.io.offline) {
debug("Network is offline.");
return null;
}
let socket = Cc["@mozilla.org/network/protocol;1?name=wss"]
.createInstance(Ci.nsIWebSocketChannel);
socket.initLoadInfo(null, // aLoadingNode
Services.scriptSecurityManager.getSystemPrincipal(),
null, // aTriggeringPrincipal
Ci.nsILoadInfo.SEC_NORMAL,
Ci.nsIContentPolicy.TYPE_WEBSOCKET);
return socket;
},
_beginWSSetup: function() {
debug("beginWSSetup()");
if (this._currentState != STATE_SHUT_DOWN) {
debug("_beginWSSetup: Not in shutdown state! Current state " +
this._currentState);
return;
}
// Stop any pending reconnects scheduled for the near future.
if (this._mainPushService) {
this._mainPushService.stopAlarm();
}
let uri = this._serverURI;
if (!uri) {
return;
}
let socket = this._makeWebSocket(uri);
if (!socket) {
return;
}
this._ws = socket.QueryInterface(Ci.nsIWebSocketChannel);
debug("serverURL: " + uri.spec);
this._wsListener = new PushWebSocketListener(this);
this._ws.protocol = "push-notification";
try {
// Grab a wakelock before we open the socket to ensure we don't go to
// sleep before connection the is opened.
this._ws.asyncOpen(uri, uri.spec, this._wsListener, null);
this._acquireWakeLock();
this._currentState = STATE_WAITING_FOR_WS_START;
} catch(e) {
debug("Error opening websocket. asyncOpen failed!");
this._shutdownWS();
this._reconnectAfterBackoff();
}
},
connect: function(records) {
debug("connect");
// Check to see if we need to do anything.
if (records.length > 0) {
this._beginWSSetup();
}
},
/**
* There is only one alarm active at any time. This alarm has 3 intervals
* corresponding to 3 tasks.
*
* 1) Reconnect on ping timeout.
* If we haven't received any messages from the server by the time this
* alarm fires, the connection is closed and PushService tries to
* reconnect, repurposing the alarm for (3).
*
* 2) Send a ping.
* The protocol sends a ping ({}) on the wire every pingInterval ms. Once
* it sends the ping, the alarm goes to task (1) which is waiting for
* a pong. If data is received after the ping is sent,
* _wsOnMessageAvailable() will reset the ping alarm (which cancels
* waiting for the pong). So as long as the connection is fine, pong alarm
* never fires.
*
* 3) Reconnect after backoff.
* The alarm is set by _reconnectAfterBackoff() and increases in duration
* every time we try and fail to connect. When it triggers, websocket
* setup begins again. On successful socket setup, the socket starts
* receiving messages. The alarm now goes to (2) where it monitors the
* WebSocket by sending a ping. Since incoming data is a sign of the
* connection being up, the ping alarm is reset every time data is
* received.
*/
onAlarmFired: function() {
// Conditions are arranged in decreasing specificity.
// i.e. when _waitingForPong is true, other conditions are also true.
if (this._waitingForPong) {
debug("Did not receive pong in time. Reconnecting WebSocket.");
this._shutdownWS();
this._reconnectAfterBackoff();
}
else if (this._currentState == STATE_READY) {
// Send a ping.
// Bypass the queue; we don't want this to be kept pending.
// Watch out for exception in case the socket has disconnected.
// When this happens, we pretend the ping was sent and don't specially
// handle the exception, as the lack of a pong will lead to the socket
// being reset.
try {
this._wsSendMessage({});
} catch (e) {
}
this._waitingForPong = true;
this._mainPushService.setAlarm(prefs.get("requestTimeout"));
}
else if (this._mainPushService && this._mainPushService._alarmID !== null) {
debug("reconnect alarm fired.");
// Reconnect after back-off.
// The check for a non-null _alarmID prevents a situation where the alarm
// fires, but _shutdownWS() is called from another code-path (e.g.
// network state change) and we don't want to reconnect.
//
// It also handles the case where _beginWSSetup() is called from another
// code-path.
//
// alarmID will be non-null only when no shutdown/connect is
// called between _reconnectAfterBackoff() setting the alarm and the
// alarm firing.
// Websocket is shut down. Backoff interval expired, try to connect.
this._beginWSSetup();
}
},
_acquireWakeLock: function() {
#ifdef MOZ_B2G
// Disable the wake lock on non-B2G platforms to work around bug 1154492.
if (!this._socketWakeLock) {
debug("Acquiring Socket Wakelock");
this._socketWakeLock = gPowerManagerService.newWakeLock("cpu");
}
if (!this._socketWakeLockTimer) {
debug("Creating Socket WakeLock Timer");
this._socketWakeLockTimer = Cc["@mozilla.org/timer;1"]
.createInstance(Ci.nsITimer);
}
debug("Setting Socket WakeLock Timer");
this._socketWakeLockTimer
.initWithCallback(this._releaseWakeLock.bind(this),
// Allow the same time for socket setup as we do for
// requests after the setup. Fudge it a bit since
// timers can be a little off and we don't want to go
// to sleep just as the socket connected.
this._requestTimeout + 1000,
Ci.nsITimer.TYPE_ONE_SHOT);
#endif
},
_releaseWakeLock: function() {
#ifdef MOZ_B2G
debug("Releasing Socket WakeLock");
if (this._socketWakeLockTimer) {
this._socketWakeLockTimer.cancel();
}
if (this._socketWakeLock) {
this._socketWakeLock.unlock();
this._socketWakeLock = null;
}
#endif
},
/**
* Protocol handler invoked by server message.
*/
_handleHelloReply: function(reply) {
debug("handleHelloReply()");
if (this._currentState != STATE_WAITING_FOR_HELLO) {
debug("Unexpected state " + this._currentState +
"(expected STATE_WAITING_FOR_HELLO)");
this._shutdownWS();
return;
}
if (typeof reply.uaid !== "string") {
debug("No UAID received or non string UAID received");
this._shutdownWS();
return;
}
if (reply.uaid === "") {
debug("Empty UAID received!");
this._shutdownWS();
return;
}
// To avoid sticking extra large values sent by an evil server into prefs.
if (reply.uaid.length > 128) {
debug("UAID received from server was too long: " +
reply.uaid);
this._shutdownWS();
return;
}
function finishHandshake() {
this._UAID = reply.uaid;
this._currentState = STATE_READY;
if (this._notifyRequestQueue) {
this._notifyRequestQueue();
this._notifyRequestQueue = null;
}
}
// By this point we've got a UAID from the server that we are ready to
// accept.
//
// If we already had a valid UAID before, we have to ask apps to
// re-register.
if (this._UAID && this._UAID != reply.uaid) {
debug("got new UAID: all re-register");
this._mainPushService.dropRegistrations()
.then(finishHandshake.bind(this));
return;
}
// otherwise we are good to go
finishHandshake.bind(this)();
},
/**
* Protocol handler invoked by server message.
*/
_handleRegisterReply: function(reply) {
debug("handleRegisterReply()");
if (typeof reply.channelID !== "string" ||
typeof this._pendingRequests[reply.channelID] !== "object") {
return;
}
let tmp = this._pendingRequests[reply.channelID];
delete this._pendingRequests[reply.channelID];
if (Object.keys(this._pendingRequests).length === 0 &&
this._requestTimeoutTimer) {
this._requestTimeoutTimer.cancel();
}
if (reply.status == 200) {
try {
Services.io.newURI(reply.pushEndpoint, null, null);
}
catch (e) {
debug("Invalid pushEndpoint " + reply.pushEndpoint);
tmp.reject({state: 0, error: "Invalid pushEndpoint " +
reply.pushEndpoint});
return;
}
let record = new PushRecordWebSocket({
channelID: reply.channelID,
pushEndpoint: reply.pushEndpoint,
scope: tmp.record.scope,
originAttributes: tmp.record.originAttributes,
version: null,
quota: tmp.record.maxQuota,
});
dump("PushWebSocket " + JSON.stringify(record));
tmp.resolve(record);
} else {
tmp.reject(reply);
}
},
/**
* Protocol handler invoked by server message.
*/
_handleNotificationReply: function(reply) {
debug("handleNotificationReply()");
if (typeof reply.updates !== 'object') {
debug("No 'updates' field in response. Type = " + typeof reply.updates);
return;
}
debug("Reply updates: " + reply.updates.length);
for (let i = 0; i < reply.updates.length; i++) {
let update = reply.updates[i];
debug("Update: " + update.channelID + ": " + update.version);
if (typeof update.channelID !== "string") {
debug("Invalid update literal at index " + i);
continue;
}
if (update.version === undefined) {
debug("update.version does not exist");
continue;
}
let version = update.version;
if (typeof version === "string") {
version = parseInt(version, 10);
}
if (typeof version === "number" && version >= 0) {
// FIXME(nsm): this relies on app update notification being infallible!
// eventually fix this
this._receivedUpdate(update.channelID, version);
this._sendAck(update.channelID, version);
}
}
},
// FIXME(nsm): batch acks for efficiency reasons.
_sendAck: function(channelID, version) {
debug("sendAck()");
var data = {messageType: 'ack',
updates: [{channelID: channelID,
version: version}]
};
this._queueRequest(data);
},
_generateID: function() {
let uuidGenerator = Cc["@mozilla.org/uuid-generator;1"]
.getService(Ci.nsIUUIDGenerator);
// generateUUID() gives a UUID surrounded by {...}, slice them off.
return uuidGenerator.generateUUID().toString().slice(1, -1);
},
request: function(action, record) {
debug("request() " + action);
if (Object.keys(this._pendingRequests).length === 0) {
// start the timer since we now have at least one request
if (!this._requestTimeoutTimer) {
this._requestTimeoutTimer = Cc["@mozilla.org/timer;1"]
.createInstance(Ci.nsITimer);
}
this._requestTimeoutTimer.init(this,
this._requestTimeout,
Ci.nsITimer.TYPE_REPEATING_SLACK);
}
if (action == "register") {
let data = {channelID: this._generateID(),
messageType: action};
return new Promise((resolve, reject) => {
this._pendingRequests[data.channelID] = {record: record,
resolve: resolve,
reject: reject,
ctime: Date.now()
};
this._queueRequest(data);
});
}
this._queueRequest({channelID: record.channelID,
messageType: action});
return Promise.resolve();
},
_queueStart: Promise.resolve(),
_notifyRequestQueue: null,
_queue: null,
_enqueue: function(op, errop) {
debug("enqueue");
if (!this._queue) {
this._queue = this._queueStart;
}
this._queue = this._queue
.then(op)
.catch(_ => {});
},
_send(data) {
if (this._currentState == STATE_READY) {
if (data.messageType != "register" ||
typeof this._pendingRequests[data.channelID] == "object") {
// check if request has not been cancelled
this._wsSendMessage(data);
}
}
},
_queueRequest(data) {
if (this._currentState != STATE_READY) {
if (!this._notifyRequestQueue) {
let promise = new Promise((resolve, reject) => {
this._notifyRequestQueue = resolve;
});
this._enqueue(_ => promise);
}
}
this._enqueue(_ => this._send(data));
if (!this._ws) {
// This will end up calling notifyRequestQueue().
this._beginWSSetup();
// If beginWSSetup does not succeed to make ws, notifyRequestQueue will
// not be call.
if (!this._ws && this._notifyRequestQueue) {
this._notifyRequestQueue();
this._notifyRequestQueue = null;
}
}
},
_receivedUpdate: function(aChannelID, aLatestVersion) {
debug("Updating: " + aChannelID + " -> " + aLatestVersion);
this._mainPushService.receivedPushMessage(aChannelID, "", record => {
if (record.version === null ||
record.version < aLatestVersion) {
debug("Version changed for " + aChannelID + ": " + aLatestVersion);
record.version = aLatestVersion;
return record;
}
debug("No significant version change for " + aChannelID + ": " +
aLatestVersion);
return null;
});
},
// begin Push protocol handshake
_wsOnStart: function(context) {
debug("wsOnStart()");
this._releaseWakeLock();
if (this._currentState != STATE_WAITING_FOR_WS_START) {
debug("NOT in STATE_WAITING_FOR_WS_START. Current state " +
this._currentState + ". Skipping");
return;
}
// Since we've had a successful connection reset the retry fail count.
this._retryFailCount = 0;
let data = {
messageType: "hello",
};
if (this._UAID) {
data.uaid = this._UAID;
}
function sendHelloMessage(ids) {
// On success, ids is an array, on error its not.
data.channelIDs = ids.map ?
ids.map(function(el) { return el.channelID; }) : [];
this._wsSendMessage(data);
this._currentState = STATE_WAITING_FOR_HELLO;
}
this._networkInfo.getNetworkState((networkState) => {
if (networkState.ip) {
// Opening an available UDP port.
this._listenForUDPWakeup();
// Host-port is apparently a thing.
data.wakeup_hostport = {
ip: networkState.ip,
port: this._udpServer && this._udpServer.port
};
data.mobilenetwork = {
mcc: networkState.mcc,
mnc: networkState.mnc,
netid: networkState.netid
};
}
this._mainPushService.getAllUnexpired()
.then(sendHelloMessage.bind(this),
sendHelloMessage.bind(this));
});
},
/**
* This statusCode is not the websocket protocol status code, but the TCP
* connection close status code.
*
* If we do not explicitly call ws.close() then statusCode is always
* NS_BASE_STREAM_CLOSED, even on a successful close.
*/
_wsOnStop: function(context, statusCode) {
debug("wsOnStop()");
this._releaseWakeLock();
if (statusCode != Cr.NS_OK &&
!(statusCode == Cr.NS_BASE_STREAM_CLOSED && this._willBeWokenUpByUDP)) {
debug("Socket error " + statusCode);
this._reconnectAfterBackoff();
}
// Bug 896919. We always shutdown the WebSocket, even if we need to
// reconnect. This works because _reconnectAfterBackoff() is "async"
// (there is a minimum delay of the pref retryBaseInterval, which by default
// is 5000ms), so that function will open the WebSocket again.
this._shutdownWS();
},
_wsOnMessageAvailable: function(context, message) {
debug("wsOnMessageAvailable() " + message);
this._waitingForPong = false;
let reply;
try {
reply = JSON.parse(message);
} catch(e) {
debug("Parsing JSON failed. text : " + message);
return;
}
// If we are not waiting for a hello message, reset the retry fail count
if (this._currentState != STATE_WAITING_FOR_HELLO) {
debug('Reseting _retryFailCount and _pingIntervalRetryTimes');
this._retryFailCount = 0;
this._pingIntervalRetryTimes = {};
}
let doNotHandle = false;
if ((message === '{}') ||
(reply.messageType === undefined) ||
(reply.messageType === "ping") ||
(typeof reply.messageType != "string")) {
debug('Pong received');
this._calculateAdaptivePing(false);
doNotHandle = true;
}
// Reset the ping timer. Note: This path is executed at every step of the
// handshake, so this alarm does not need to be set explicitly at startup.
this._mainPushService.setAlarm(prefs.get("pingInterval"));
// If it is a ping, do not handle the message.
if (doNotHandle) {
return;
}
// A whitelist of protocol handlers. Add to these if new messages are added
// in the protocol.
let handlers = ["Hello", "Register", "Notification"];
// Build up the handler name to call from messageType.
// e.g. messageType == "register" -> _handleRegisterReply.
let handlerName = reply.messageType[0].toUpperCase() +
reply.messageType.slice(1).toLowerCase();
if (handlers.indexOf(handlerName) == -1) {
debug("No whitelisted handler " + handlerName + ". messageType: " +
reply.messageType);
return;
}
let handler = "_handle" + handlerName + "Reply";
if (typeof this[handler] !== "function") {
debug("Handler whitelisted but not implemented! " + handler);
return;
}
this[handler](reply);
},
/**
* The websocket should never be closed. Since we don't call ws.close(),
* _wsOnStop() receives error code NS_BASE_STREAM_CLOSED (see comment in that
* function), which calls reconnect and re-establishes the WebSocket
* connection.
*
* If the server said it'll use UDP for wakeup, we set _willBeWokenUpByUDP
* and stop reconnecting in _wsOnStop().
*/
_wsOnServerClose: function(context, aStatusCode, aReason) {
debug("wsOnServerClose() " + aStatusCode + " " + aReason);
// Switch over to UDP.
if (aStatusCode == kUDP_WAKEUP_WS_STATUS_CODE) {
debug("Server closed with promise to wake up");
this._willBeWokenUpByUDP = true;
// TODO: there should be no pending requests
}
},
/**
* Rejects all pending requests with errors.
*/
_cancelPendingRequests: function() {
for (let channelID in this._pendingRequests) {
let request = this._pendingRequests[channelID];
delete this._pendingRequests[channelID];
request.reject({status: 0, error: "AbortError"});
}
},
_makeUDPSocket: function() {
return Cc["@mozilla.org/network/udp-socket;1"]
.createInstance(Ci.nsIUDPSocket);
},
/**
* This method should be called only if the device is on a mobile network!
*/
_listenForUDPWakeup: function() {
debug("listenForUDPWakeup()");
if (this._udpServer) {
debug("UDP Server already running");
return;
}
if (!prefs.get("udp.wakeupEnabled")) {
debug("UDP support disabled");
return;
}
let socket = this._makeUDPSocket();
if (!socket) {
return;
}
this._udpServer = socket.QueryInterface(Ci.nsIUDPSocket);
this._udpServer.init(-1, false, Services.scriptSecurityManager.getSystemPrincipal());
this._udpServer.asyncListen(this);
debug("listenForUDPWakeup listening on " + this._udpServer.port);
return this._udpServer.port;
},
/**
* Called by UDP Server Socket. As soon as a ping is recieved via UDP,
* reconnect the WebSocket and get the actual data.
*/
onPacketReceived: function(aServ, aMessage) {
debug("Recv UDP datagram on port: " + this._udpServer.port);
this._beginWSSetup();
},
/**
* Called by UDP Server Socket if the socket was closed for some reason.
*
* If this happens, we reconnect the WebSocket to not miss out on
* notifications.
*/
onStopListening: function(aServ, aStatus) {
debug("UDP Server socket was shutdown. Status: " + aStatus);
this._udpServer = undefined;
this._beginWSSetup();
},
};
let PushNetworkInfo = {
/**
* Returns information about MCC-MNC and the IP of the current connection.
*/
getNetworkInformation: function() {
debug("getNetworkInformation()");
try {
if (!prefs.get("udp.wakeupEnabled")) {
debug("UDP support disabled, we do not send any carrier info");
throw new Error("UDP disabled");
}
let nm = Cc["@mozilla.org/network/manager;1"]
.getService(Ci.nsINetworkManager);
if (nm.activeNetworkInfo &&
nm.activeNetworkInfo.type == Ci.nsINetworkInfo.NETWORK_TYPE_MOBILE) {
let iccService = Cc["@mozilla.org/icc/iccservice;1"]
.getService(Ci.nsIIccService);
// TODO: Bug 927721 - PushService for multi-sim
// In Multi-sim, there is more than one client in iccService. Each
// client represents a icc handle. To maintain backward compatibility
// with single sim, we always use client 0 for now. Adding support
// for multiple sim will be addressed in bug 927721, if needed.
let clientId = 0;
let icc = iccService.getIccByServiceId(clientId);
let iccInfo = icc && icc.iccInfo;
if (iccInfo) {
debug("Running on mobile data");
let ips = {};
let prefixLengths = {};
nm.activeNetworkInfo.getAddresses(ips, prefixLengths);
return {
mcc: iccInfo.mcc,
mnc: iccInfo.mnc,
ip: ips.value[0]
};
}
}
} catch (e) {
debug("Error recovering mobile network information: " + e);
}
debug("Running on wifi");
return {
mcc: 0,
mnc: 0,
ip: undefined
};
},
/**
* Get mobile network information to decide if the client is capable of being
* woken up by UDP (which currently just means having an mcc and mnc along
* with an IP, and optionally a netid).
*/
getNetworkState: function(callback) {
debug("getNetworkState()");
if (typeof callback !== 'function') {
throw new Error("No callback method. Aborting push agent !");
}
var networkInfo = this.getNetworkInformation();
if (networkInfo.ip) {
this._getMobileNetworkId(networkInfo, function(netid) {
debug("Recovered netID = " + netid);
callback({
mcc: networkInfo.mcc,
mnc: networkInfo.mnc,
ip: networkInfo.ip,
netid: netid
});
});
} else {
callback(networkInfo);
}
},
/*
* Get the mobile network ID (netid)
*
* @param networkInfo
* Network information object { mcc, mnc, ip, port }
* @param callback
* Callback function to invoke with the netid or null if not found
*/
_getMobileNetworkId: function(networkInfo, callback) {
if (typeof callback !== 'function') {
return;
}
function queryDNSForDomain(domain) {
debug("[_getMobileNetworkId:queryDNSForDomain] Querying DNS for " +
domain);
let netIDDNSListener = {
onLookupComplete: function(aRequest, aRecord, aStatus) {
if (aRecord) {
let netid = aRecord.getNextAddrAsString();
debug("[_getMobileNetworkId:queryDNSForDomain] NetID found: " +
netid);
callback(netid);
} else {
debug("[_getMobileNetworkId:queryDNSForDomain] NetID not found");
callback(null);
}
}
};
gDNSService.asyncResolve(domain, 0, netIDDNSListener,
threadManager.currentThread);
return [];
}
debug("[_getMobileNetworkId:queryDNSForDomain] Getting mobile network ID");
let netidAddress = "wakeup.mnc" + ("00" + networkInfo.mnc).slice(-3) +
".mcc" + ("00" + networkInfo.mcc).slice(-3) + ".3gppnetwork.org";
queryDNSForDomain(netidAddress, callback);
}
};
function PushRecordWebSocket(record) {
PushRecord.call(this, record);
this.channelID = record.channelID;
this.version = record.version;
}
PushRecordWebSocket.prototype = Object.create(PushRecord.prototype, {
keyID: {
get() {
return this.channelID;
},
},
});
PushRecordWebSocket.prototype.toRegistration = function() {
let registration = PushRecord.prototype.toRegistration.call(this);
registration.version = this.version;
return registration;
};