WebSockets backed by Redis pubsub.
Exposes redis pubsub channels over websockets.
The broadcast-hub module provides easy-to-use middleware for adding real-time notifications to your web applications. It is intended to be both easy to integrate (low effort) yet scalable.
The hub consists of a number of broadcast channels to which clients can subscribe. Once subscribed, they'll receive any message posted to that channel.
What it does:
You'll need a redis server on the backend. Redis takes care of all the message routing, broadcast-hub simply publishes those messages over websockets.
Add broadcast-hub to your project (backend components):
npm install --save broadcast-hub
You'll need to setup a broadcast-hub on the server. This can be a standalone component or part of your existing Node.JS backend.
If you are using Express:
var express = require'express';var broadcastHub = require'broadcast-hub';var app = express;// Do Express configurationvar server = applisten3000; // (1)broadcastHublistenserver; // (2)
app.listen, the return value will be a
http.Server, store this in a variable.
http.Serverto broadcast-hub. This will set up the needed sockjs listeners.
A full example can be found in
Add broadcast-hub to your project (client-side components):
bower install --save broadcast-hub
Add the socketjs and broadcast-hub libraries to your app:
<!-- More stuff here -->
var client = ;clientsubscribe'test';clienton'message:test'console.logmessage;
All received messages in the
test channel will be output to the console.
You can optionally pass an options object to the client:
var client =/* Options here */;
Any data that should be passed to the
canConnect function on the backend, as the
The URL on which the client should connect.
Using any redis client, publish a message on the same channel and it'll get relayed to the clients.
For instance, using the
$ redis-cliredis 127.0.0.1:6379> publish test "Test message"
This will result in
Test message showing up in the browser console.
There are no special requirements for publishing messages, so you can use any redis client for publishing, such as node-redis (Node.JS) or predis (PHP). This is by design: it should be as trivial as possible to publish messages.
From Node.JS, use something like this:
var redis = require'redis';var client = rediscreateClient;clientpublish'test' 'Test message';
There's also a convenience method defined on the hub object that's returned when calling
var hub = broadcastHublistenserver;hubpublish'test' 'Test message';
You can optionally pass a completion callback as the third argument to this function.
The architecture of broadcast-hub is deliberatly kept simple to make scaling possible.
PubSub is delegate to Redis. Node.JS makes one Redis connection per subscribed channel. This allows fast broadcasting among clients.
If you start to run into the limits of Node.JS:
If you start to run into the limits of redis:
Be sure to have sufficiently high connection limits set up. You'll need N+M TCP connections (where N is the number of connected clients and M is the number of subscribed channels in total ).
Add another TCP connection per client if you have nginx or haproxy as a reverse-proxy (not strictly needed, though recommended to offload compression and encryption).
 Two clients connecting to the same channel will only result in one connection to Redis.
You can pass an options object to the
broadcastHublistenserver/* Options here */;
function (client, data, cb)
A function that can be used to determine whether or not the connecting client is allowed to connect to the broadcast hub. The passed
data object is supplied by the client and can be configured using the
auth option on the client.
The result of this authorization check should be passed to the callback
cb: This function takes two arguments: an error or a boolean value.
broadcastHublistenserver// Do some database lookups herecbnull true;;
You can store data associated to a client in the
// Look up client informationclientdatauser = user;cbnull true;
This data will then be accessible in
function (client, channel, cb)
canConnect, except that this function decides whether or not the client can subscribe to the requested channel.
The URL path on which the socket handlers should be installed. Defaults to
The hostname of the redis server used for subscriptions.
The port of the redis server used for subscriptions.
redis.auth after the subscription client is created, useful on heroku when auth is required
The hostname of the redis server used for publishing messages (may be different if you use master/server replication).
The port of the redis server used for publishing.
redis.auth after the publishing client is created, useful on heroku when auth is required
All code lives in the
src folder and is written in CoffeeScript. Try to stick to the style conventions used in existing code.
Tests can be run using
grunt test. A convenience command to automatically run the tests is also available:
grunt watch. Please add test cases when adding new functionality: this will prove that it works and ensure that it will keep working in the future.
(The MIT License) Copyright (C) 2013 by Ruben Vermeersch <email@example.com> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.