§Streaming HTTP responses
§Standard responses and Content-Length header
Since HTTP 1.1, to keep a single connection open to serve several HTTP requests and responses, the server must send the appropriate Content-Length
HTTP header along with the response.
By default, when you send a simple result, such as:
public Result index() {
return ok("Hello World");
}
You are not specifying a Content-Length
header. Of course, because the content you are sending is well known, Play is able to compute the content size for you and to generate the appropriate header.
Note that for text-based content this is not as simple as it looks, since the
Content-Length
header must be computed according the encoding used to translate characters to bytes.
To be able to compute the Content-Length
header properly, Play must consume the whole response data and load its content into memory.
§Serving files
If it’s not a problem to load the whole content into memory for simple content what about a large data set? Let’s say we want to send back a large file to the web client.
Play provides easy to use helpers to this common task of serving a local file:
public Result index() {
return ok(new java.io.File("/tmp/fileToServe.pdf"));
}
Additionally this helper will also compute the Content-Type
header from the file name. And it will also add the Content-Disposition
header to specify how the web browser should handle this response. The default is to ask the web browser to download this file by using Content-Disposition: attachment; filename=fileToServe.pdf
.
§Chunked responses
For now, this works well with streaming file content, since we are able to compute the content length before streaming it. But what about dynamically-computed content with no content size available?
For this kind of response we have to use Chunked transfer encoding.
Chunked transfer encoding is a data transfer mechanism in version HTTP 1.1 in which a web server serves content in a series of chunks. This uses the
Transfer-Encoding
HTTP response header instead of theContent-Length
header, which the protocol would otherwise require. Because theContent-Length
header is not used, the server does not need to know the length of the content before it starts transmitting a response to the client (usually a web browser). Web servers can begin transmitting responses with dynamically-generated content before knowing the total size of that content.The size of each chunk is sent right before the chunk itself so that a client can tell when it has finished receiving data for that chunk. The data transfer is terminated by a final chunk of length zero.
The advantage is that we can serve data live, meaning that we send chunks of data as soon as they are available. The drawback is that since the web browser doesn’t know the content size, it is not able to display a proper download progress bar.
Let’s say that we have a service somewhere that provides a dynamic InputStream
that computes some data. We can ask Play to stream this content directly using a chunked response:
public Result index() {
InputStream is = getDynamicStreamSomewhere();
return ok(is);
}
You can also set up your own chunked response builder. The Play Java API supports both text and binary chunked streams (via String
and byte[]
):
public Result index() {
// Prepare a chunked text stream
Chunks<String> chunks = StringChunks.whenReady(
JavaStream::registerOutChannelSomewhere
);
// Serves this stream with 200 OK
return ok(chunks);
}
The onReady
method is called when it is safe to write to this stream. It gives you a Chunks.Out
channel you can write to.
Let’s say we have an asynchronous process (like an Actor
) somewhere pushing to this stream:
public static void registerOutChannelSomewhere(Chunks.Out<String> out) {
out.write("kiki");
out.write("foo");
out.write("bar");
out.close();
}
We can inspect the HTTP response sent by the server:
HTTP/1.1 200 OK
Content-Type: text/plain; charset=utf-8
Transfer-Encoding: chunked
4
kiki
3
foo
3
bar
0
We get three chunks and one final empty chunk that closes the response.
Next: Comet sockets
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