Show HN: A minimal and idiomatic WebSocket library for Go
github.com
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To summarize, they're about equal in terms of performance but I'd argue my library wins on stability and maintainability as the minimal API enables a tiny codebase, which means less docs, less tests and most importantly, less bugs.
Furthermore, the future of gorilla/websocket is uncertain. https://github.com/gorilla/websocket/issues/370
Seriously, at short glance this seems like a well-written library, well-documented, solid looking table-driven testing, and a thoughtful write-out of comparable libraries. Only recommendation would be a link/badge indicating test coverage through a UI like coveralls.
* Request headers are processed on each request. Even with keep-alive connections the request headers are sent/processed
* Message latency can be much higher in poor conditions because multiple requests have to complete to complete a loop (I think it's 3 connections and each connection can potentially be re-sent which means it can take several round trips)
* Not fully duplex connection, you can't send and receive data at the same time on 1 connection
* Domain limits imposed by browsers apply
* edit: binary message protocol can't be used
It's better for some use cases:
* Easier to implement (standard HTTP). WS is definitely much more complex to implement
* Easier to deploy (standard load balancers / proxies should work well)
* Takes advantage of keep-alive
The connection overhead is removed but that is only one of the various overheads that exist.
edit: I understand your question a bit differently after reflecting on it more. I think you may be saying that 1 connection never ends in long-polling. This is not the case and is only this way if keep-alive is used.
Each server->client data exchange happens by "completing" the request and the client is configured to immediately make a new request. This means every message (or groups of messages depending on your tolerances) is a completed HTTP request.
What you're thinking of, an HTTP response that the server keeps appending to and the client is expected to read and process incrementally, is also a real thing though. This is typically referred to as HTTP streaming. Examples of this would be SSE (text events) or MP3 streaming (audio).
(Not to be confused with HTTP Live Streaming (HLS) which is typically not based on any long lived requests at all!)
The client can either terminate the connection and make a new one, or make a second parallel request for sending and leave the first waiting for a new server response. I'm actually not sure which is more common (despite implementing apps that can do long polling, I've never paid attention at that level), nor am I entirely sure how this works with keep-alive connections (eg, can you stop waiting and issue a new http request without closing the TCP session?).
In all cases, each request from the client involves sending http headers, and if the client is a web browser, there's going to always be a few hundred bytes at least (cookie, referer, accept, user-agent, etc).
Here more info: https://stackoverflow.com/questions/12555043/my-understandin...
I feel like because of Go's concurrency model, a standalone version of Phoenix Channels (without all the MVC stuff) would be possible to implement.
I'm using Phoenix channels as a PubSub implementation in production, entirely separate from any web framework or HTTP request handling.
As for the transport itself, Phoenix channels do have native support for both websockets and long polling, but I'm not sure offhand if it automatically falls back when websockets aren't available.
The code is much simpler although I still have to clean up my error messages after the websocket shuts down and the context is Done.
With that said, I'm glad to see the Go ecosystem continue to grow. Unfortunately, I haven't used the language for much (corporate jobs were always Java, startup jobs were always JS -- and recently, it's been Python everywhere).
PS: I still brag about Rob Pike & Russ Cox approving my patches ;)
Compared to gorilla/websocket, they're about the same.