README
¶
⚠ This project has been rewritten, simplified and now been deprecated.
See https://github.com/jpillora/velox
go-realtime
Keep your Go structs in sync with your JS objects
⚠ This project is in beta and the API may change
Features
- Simple API
- Works with any JSON marshallable struct
- Delta updates using JSONPatch
Quick Usage
Server
type Foo struct {
realtime.Object
A, B int
}
foo := &Foo{}
//create handler and add foo
rt := realtime.NewHandler()
rt.Add("foo", foo)
//serve websockets and realtime.js client library
http.Handle("/realtime", rt)
//...later...
//make changes
foo.A = 42
//push to client
foo.Update()
Client
var foo = {};
var rt = realtime("/realtime");
rt.add("foo", foo, function onupdate() {
//do stuff with foo...
});
Example
See example which is running live here https://go-realtime-demo.herokuapp.com/
Notes
- Object synchronization is currently one way (server to client) only.
- Client object properties beginning with
$
will be ignored.
MIT License
Copyright © 2015 Jaime Pillora <dev@jpillora.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.
Documentation
¶
Index ¶
- Variables
- func Asset(name string) ([]byte, error)
- func AssetDir(name string) ([]string, error)
- func AssetInfo(name string) (os.FileInfo, error)
- func AssetNames() []string
- func MustAsset(name string) []byte
- func RestoreAsset(dir, name string) error
- func RestoreAssets(dir, name string) error
- type Config
- type Handler
- type Object
- type User
Constants ¶
This section is empty.
Variables ¶
var JS = jsServe(JSBytes)
var JSBytes = _realtimeJs
embedded JS file
Functions ¶
func Asset ¶
Asset loads and returns the asset for the given name. It returns an error if the asset could not be found or could not be loaded.
func AssetDir ¶
AssetDir returns the file names below a certain directory embedded in the file by go-bindata. For example if you run go-bindata on data/... and data contains the following hierarchy:
data/ foo.txt img/ a.png b.png
then AssetDir("data") would return []string{"foo.txt", "img"} AssetDir("data/img") would return []string{"a.png", "b.png"} AssetDir("foo.txt") and AssetDir("notexist") would return an error AssetDir("") will return []string{"data"}.
func AssetInfo ¶
AssetInfo loads and returns the asset info for the given name. It returns an error if the asset could not be found or could not be loaded.
func MustAsset ¶
MustAsset is like Asset but panics when Asset would return an error. It simplifies safe initialization of global variables.
func RestoreAsset ¶
RestoreAsset restores an asset under the given directory
func RestoreAssets ¶
RestoreAssets restores an asset under the given directory recursively
Types ¶
type Handler ¶
type Handler struct {
// contains filtered or unexported fields
}
func NewHandler ¶
func NewHandler() *Handler