Part 3 - Deploy to the web#
This is the third part of the tutorial.
In the first part, you created a server and connected one browser; you could play if you shared the same browser.
In this second part, you connected a second browser; you could play from different browsers on a local network.
In this third part, you will deploy the game to the web; you can play from any browser connected to the Internet.
In the first and second parts of the tutorial, for local development, you ran
an HTTP server on http://localhost:8000/
with:
$ python -m http.server
and a WebSocket server on ws://localhost:8001/
with:
$ python app.py
Now you want to deploy these servers on the Internet. There’s a vast range of hosting providers to choose from. For the sake of simplicity, we’ll rely on:
GitHub Pages for the HTTP server;
Heroku for the WebSocket server.
Commit project to git#
Perhaps you committed your work to git while you were progressing through the tutorial. If you didn’t, now is a good time, because GitHub and Heroku offer git-based deployment workflows.
Initialize a git repository:
$ git init -b main
Initialized empty Git repository in websockets-tutorial/.git/
$ git commit --allow-empty -m "Initial commit."
[main (root-commit) ...] Initial commit.
Add all files and commit:
$ git add .
$ git commit -m "Initial implementation of Connect Four game."
[main ...] Initial implementation of Connect Four game.
6 files changed, 500 insertions(+)
create mode 100644 app.py
create mode 100644 connect4.css
create mode 100644 connect4.js
create mode 100644 connect4.py
create mode 100644 index.html
create mode 100644 main.js
Prepare the WebSocket server#
Before you deploy the server, you must adapt it to meet requirements of Heroku’s runtime. This involves two small changes:
Heroku expects the server to listen on a specific port, provided in the
$PORT
environment variable.Heroku sends a
SIGTERM
signal when shutting down a dyno, which should trigger a clean exit.
Adapt the main()
coroutine accordingly:
import os
import signal
async def main():
# Set the stop condition when receiving SIGTERM.
loop = asyncio.get_running_loop()
stop = loop.create_future()
loop.add_signal_handler(signal.SIGTERM, stop.set_result, None)
port = int(os.environ.get("PORT", "8001"))
async with websockets.serve(handler, "", port):
await stop
To catch the SIGTERM
signal, main()
creates a Future
called stop
and registers a signal handler that sets the result of this
future. The value of the future doesn’t matter; it’s only for waiting for
SIGTERM
.
Then, by using serve()
as a context manager and exiting the
context when stop
has a result, main()
ensures that the server closes
connections cleanly and exits on SIGTERM
.
The app is now fully compatible with Heroku.
Deploy the WebSocket server#
Create a requirements.txt
file with this content to install websockets
when building the image:
websockets
Heroku treats requirements.txt
as a signal to detect a Python app.
That’s why you don’t need to declare that you need a Python runtime.
Create a Procfile
file with this content to configure the command for
running the server:
web: python app.py
Commit your changes:
$ git add .
$ git commit -m "Deploy to Heroku."
[main ...] Deploy to Heroku.
3 files changed, 12 insertions(+), 2 deletions(-)
create mode 100644 Procfile
create mode 100644 requirements.txt
Follow the set-up instructions to install the Heroku CLI and to log in, if you haven’t done that yet.
Create a Heroku app. You must choose a unique name and replace
websockets-tutorial
by this name in the following command:
$ heroku create websockets-tutorial
Creating ⬢ websockets-tutorial... done
https://websockets-tutorial.herokuapp.com/ | https://git.heroku.com/websockets-tutorial.git
If you reuse a name that someone else already uses, you will receive this error; if this happens, try another name:
$ heroku create websockets-tutorial
Creating ⬢ websockets-tutorial... !
▸ Name websockets-tutorial is already taken
Deploy by pushing the code to Heroku:
$ git push heroku
... lots of output...
remote: Released v1
remote: https://websockets-tutorial.herokuapp.com/ deployed to Heroku
remote:
remote: Verifying deploy... done.
To https://git.heroku.com/websockets-tutorial.git
* [new branch] main -> main
You can test the WebSocket server with the interactive client exactly like you
did in the first part of the tutorial. Replace websockets-tutorial
by the
name of your app in the following command:
$ python -m websockets wss://websockets-tutorial.herokuapp.com/
Connected to wss://websockets-tutorial.herokuapp.com/.
> {"type": "init"}
< {"type": "init", "join": "54ICxFae_Ip7TJE2", "watch": "634w44TblL5Dbd9a"}
Connection closed: 1000 (OK).
It works!
Prepare the web application#
Before you deploy the web application, perhaps you’re wondering how it will
locate the WebSocket server? Indeed, at this point, its address is hard-coded
in main.js
:
const websocket = new WebSocket("ws://localhost:8001/");
You can take this strategy one step further by checking the address of the HTTP server and determining the address of the WebSocket server accordingly.
Add this function to main.js
; replace python-websockets
by your GitHub
username and websockets-tutorial
by the name of your app on Heroku:
function getWebSocketServer() {
if (window.location.host === "python-websockets.github.io") {
return "wss://websockets-tutorial.herokuapp.com/";
} else if (window.location.host === "localhost:8000") {
return "ws://localhost:8001/";
} else {
throw new Error(`Unsupported host: ${window.location.host}`);
}
}
Then, update the initialization to connect to this address instead:
const websocket = new WebSocket(getWebSocketServer());
Commit your changes:
$ git add .
$ git commit -m "Configure WebSocket server address."
[main ...] Configure WebSocket server address.
1 file changed, 11 insertions(+), 1 deletion(-)
Deploy the web application#
Go to GitHub and create a new repository called websockets-tutorial
.
Push your code to this repository. You must replace python-websockets
by
your GitHub username in the following command:
$ git remote add origin git@github.com:python-websockets/websockets-tutorial.git
$ git push -u origin main
Enumerating objects: 11, done.
Counting objects: 100% (11/11), done.
Delta compression using up to 8 threads
Compressing objects: 100% (10/10), done.
Writing objects: 100% (11/11), 5.90 KiB | 2.95 MiB/s, done.
Total 11 (delta 0), reused 0 (delta 0), pack-reused 0
To github.com:<username>/websockets-tutorial.git
* [new branch] main -> main
Branch 'main' set up to track remote branch 'main' from 'origin'.
Go back to GitHub, open the Settings tab of the repository and select Pages in the menu. Select the main branch as source and click Save. GitHub tells you that your site is published.
Follow the link and start a game!
Summary#
In this third part of the tutorial, you learned how to deploy a WebSocket application with Heroku.
You can start a Connect Four game, send the JOIN link to a friend, and play over the Internet!
Congratulations for completing the tutorial. Enjoy building real-time web applications with websockets!
Solution#
1#!/usr/bin/env python
2
3import asyncio
4import json
5import os
6import secrets
7import signal
8
9import websockets
10
11from connect4 import PLAYER1, PLAYER2, Connect4
12
13
14JOIN = {}
15
16WATCH = {}
17
18
19async def error(websocket, message):
20 """
21 Send an error message.
22
23 """
24 event = {
25 "type": "error",
26 "message": message,
27 }
28 await websocket.send(json.dumps(event))
29
30
31async def replay(websocket, game):
32 """
33 Send previous moves.
34
35 """
36 # Make a copy to avoid an exception if game.moves changes while iteration
37 # is in progress. If a move is played while replay is running, moves will
38 # be sent out of order but each move will be sent once and eventually the
39 # UI will be consistent.
40 for player, column, row in game.moves.copy():
41 event = {
42 "type": "play",
43 "player": player,
44 "column": column,
45 "row": row,
46 }
47 await websocket.send(json.dumps(event))
48
49
50async def play(websocket, game, player, connected):
51 """
52 Receive and process moves from a player.
53
54 """
55 async for message in websocket:
56 # Parse a "play" event from the UI.
57 event = json.loads(message)
58 assert event["type"] == "play"
59 column = event["column"]
60
61 try:
62 # Play the move.
63 row = game.play(player, column)
64 except RuntimeError as exc:
65 # Send an "error" event if the move was illegal.
66 await error(websocket, str(exc))
67 continue
68
69 # Send a "play" event to update the UI.
70 event = {
71 "type": "play",
72 "player": player,
73 "column": column,
74 "row": row,
75 }
76 websockets.broadcast(connected, json.dumps(event))
77
78 # If move is winning, send a "win" event.
79 if game.winner is not None:
80 event = {
81 "type": "win",
82 "player": game.winner,
83 }
84 websockets.broadcast(connected, json.dumps(event))
85
86
87async def start(websocket):
88 """
89 Handle a connection from the first player: start a new game.
90
91 """
92 # Initialize a Connect Four game, the set of WebSocket connections
93 # receiving moves from this game, and secret access tokens.
94 game = Connect4()
95 connected = {websocket}
96
97 join_key = secrets.token_urlsafe(12)
98 JOIN[join_key] = game, connected
99
100 watch_key = secrets.token_urlsafe(12)
101 WATCH[watch_key] = game, connected
102
103 try:
104 # Send the secret access tokens to the browser of the first player,
105 # where they'll be used for building "join" and "watch" links.
106 event = {
107 "type": "init",
108 "join": join_key,
109 "watch": watch_key,
110 }
111 await websocket.send(json.dumps(event))
112 # Receive and process moves from the first player.
113 await play(websocket, game, PLAYER1, connected)
114 finally:
115 del JOIN[join_key]
116 del WATCH[watch_key]
117
118
119async def join(websocket, join_key):
120 """
121 Handle a connection from the second player: join an existing game.
122
123 """
124 # Find the Connect Four game.
125 try:
126 game, connected = JOIN[join_key]
127 except KeyError:
128 await error(websocket, "Game not found.")
129 return
130
131 # Register to receive moves from this game.
132 connected.add(websocket)
133 try:
134 # Send the first move, in case the first player already played it.
135 await replay(websocket, game)
136 # Receive and process moves from the second player.
137 await play(websocket, game, PLAYER2, connected)
138 finally:
139 connected.remove(websocket)
140
141
142async def watch(websocket, watch_key):
143 """
144 Handle a connection from a spectator: watch an existing game.
145
146 """
147 # Find the Connect Four game.
148 try:
149 game, connected = WATCH[watch_key]
150 except KeyError:
151 await error(websocket, "Game not found.")
152 return
153
154 # Register to receive moves from this game.
155 connected.add(websocket)
156 try:
157 # Send previous moves, in case the game already started.
158 await replay(websocket, game)
159 # Keep the connection open, but don't receive any messages.
160 await websocket.wait_closed()
161 finally:
162 connected.remove(websocket)
163
164
165async def handler(websocket):
166 """
167 Handle a connection and dispatch it according to who is connecting.
168
169 """
170 # Receive and parse the "init" event from the UI.
171 message = await websocket.recv()
172 event = json.loads(message)
173 assert event["type"] == "init"
174
175 if "join" in event:
176 # Second player joins an existing game.
177 await join(websocket, event["join"])
178 elif "watch" in event:
179 # Spectator watches an existing game.
180 await watch(websocket, event["watch"])
181 else:
182 # First player starts a new game.
183 await start(websocket)
184
185
186async def main():
187 # Set the stop condition when receiving SIGTERM.
188 loop = asyncio.get_running_loop()
189 stop = loop.create_future()
190 loop.add_signal_handler(signal.SIGTERM, stop.set_result, None)
191
192 port = int(os.environ.get("PORT", "8001"))
193 async with websockets.serve(handler, "", port):
194 await stop
195
196
197if __name__ == "__main__":
198 asyncio.run(main())
1<!DOCTYPE html>
2<html lang="en">
3 <head>
4 <title>Connect Four</title>
5 </head>
6 <body>
7 <div class="actions">
8 <a class="action new" href="/">New</a>
9 <a class="action join" href="">Join</a>
10 <a class="action watch" href="">Watch</a>
11 </div>
12 <div class="board"></div>
13 <script src="main.js" type="module"></script>
14 </body>
15</html>
1import { createBoard, playMove } from "./connect4.js";
2
3function getWebSocketServer() {
4 if (window.location.host === "python-websockets.github.io") {
5 return "wss://websockets-tutorial.herokuapp.com/";
6 } else if (window.location.host === "localhost:8000") {
7 return "ws://localhost:8001/";
8 } else {
9 throw new Error(`Unsupported host: ${window.location.host}`);
10 }
11}
12
13function initGame(websocket) {
14 websocket.addEventListener("open", () => {
15 // Send an "init" event according to who is connecting.
16 const params = new URLSearchParams(window.location.search);
17 let event = { type: "init" };
18 if (params.has("join")) {
19 // Second player joins an existing game.
20 event.join = params.get("join");
21 } else if (params.has("watch")) {
22 // Spectator watches an existing game.
23 event.watch = params.get("watch");
24 } else {
25 // First player starts a new game.
26 }
27 websocket.send(JSON.stringify(event));
28 });
29}
30
31function showMessage(message) {
32 window.setTimeout(() => window.alert(message), 50);
33}
34
35function receiveMoves(board, websocket) {
36 websocket.addEventListener("message", ({ data }) => {
37 const event = JSON.parse(data);
38 switch (event.type) {
39 case "init":
40 // Create links for inviting the second player and spectators.
41 document.querySelector(".join").href = "?join=" + event.join;
42 document.querySelector(".watch").href = "?watch=" + event.watch;
43 break;
44 case "play":
45 // Update the UI with the move.
46 playMove(board, event.player, event.column, event.row);
47 break;
48 case "win":
49 showMessage(`Player ${event.player} wins!`);
50 // No further messages are expected; close the WebSocket connection.
51 websocket.close(1000);
52 break;
53 case "error":
54 showMessage(event.message);
55 break;
56 default:
57 throw new Error(`Unsupported event type: ${event.type}.`);
58 }
59 });
60}
61
62function sendMoves(board, websocket) {
63 // Don't send moves for a spectator watching a game.
64 const params = new URLSearchParams(window.location.search);
65 if (params.has("watch")) {
66 return;
67 }
68
69 // When clicking a column, send a "play" event for a move in that column.
70 board.addEventListener("click", ({ target }) => {
71 const column = target.dataset.column;
72 // Ignore clicks outside a column.
73 if (column === undefined) {
74 return;
75 }
76 const event = {
77 type: "play",
78 column: parseInt(column, 10),
79 };
80 websocket.send(JSON.stringify(event));
81 });
82}
83
84window.addEventListener("DOMContentLoaded", () => {
85 // Initialize the UI.
86 const board = document.querySelector(".board");
87 createBoard(board);
88 // Open the WebSocket connection and register event handlers.
89 const websocket = new WebSocket(getWebSocketServer());
90 initGame(websocket);
91 receiveMoves(board, websocket);
92 sendMoves(board, websocket);
93});
1web: python app.py
1websockets