May 03, 2013 · All you have to do is perform a valid WebSocket handshake, then send one byte and one byte only. The code will block indefinitely waiting for the rest of the WebSocket header. During that time, the rest of the server is blocked too. Using [getblock] instead of solves the problem, since it yields rather than block the whole process. So hey, there's a case where the Wibble infrastructure is useful inside WebSocket code. Jan 08, 2013 · A websocket is a full-duplex communication layer between a server and a client initiated by a HTTP request. Once the websocket handshake is complete between the client and the server, the TCP socket between them is kept open and messages in a specific format can be exchanged. May 02, 2017 · 他觉得为何WebSockets就没有“URI”或“头”的概念，因此是否需要一种REST-over-WebSockets的规范，以防止人们重新发明REST并最终导致“各行其道”？ 那时他的文章收到了各种答复，比如一个答复者说他在一个WebSockets公司工作，所以他的观点可能不是客观的，他提到： Oct 07, 2015 · REST-ful-ness and real-time do not mix well. REST is almost purposefully not a real-time design approach, as it trades overhead for long-term evolution robustness. Games can almost always update client and server in parallel, and thus don't often benefit from this (but still have to pay the cost.) I think your approach sounds like it can work.