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 a 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:

  1. Heroku expects the server to listen on a specific port, provided in the $PORT environment variable.

  2. 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 aaugustin by your GitHub username and websockets-tutorial by the name of your app on Heroku:

function getWebSocketServer() {
  if (window.location.host === "aaugustin.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 aaugustin by your GitHub username in the following command:

$ git remote add origin git@github.com:aaugustin/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#

app.py#
  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, path):
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())
index.html#
 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>
main.js#
 1import { createBoard, playMove } from "./connect4.js";
 2
 3function getWebSocketServer() {
 4  if (window.location.host === "aaugustin.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});
Procfile#
1web: python app.py
requirements.txt#
1websockets