read() collapsed every failure into Fail and marked the connection closed with it, so a read timeout could not be used to get control back and send on the same connection -- it killed the connection instead. The information was already there and thrown away: SocketStream::read records Error::Timeout, and read_websocket_frame flattened it into a bool. ReadResult gains Timeout, reported only when the timeout elapsed on a frame boundary with nothing consumed, which is the only case where the stream can be read again. Every multi-byte field now loops until it has its bytes, which also fixes a frame header straddling the read buffer's boundary failing the frame: Stream::read is allowed to return less than asked for, and only the payload was reading in a loop. ws::WebSocket::set_read_timeout() lets a server handler bound its own reads, and WebSocketClient::set_read_timeout() now reaches an already-open connection instead of only seeding the next connect(). The read timeout macro splits in two. A client waits forever by default -- a read timeout is the caller's tool for taking back control, not a liveness check, which is ping/pong's job -- while a server keeps the 300s that reclaims a worker from a peer gone quiet. Defining the old name still sets both. Also record a reason on the two WebSocketSSLStream::read failure paths that returned -1 without one, so get_error() cannot report a previous call's timeout, and make SocketStream's read timeout atomic now that it can be changed while a read is in flight.
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title, order, status
| title | order | status |
|---|---|---|
| W04. Send and Receive Binary Frames | 55 | draft |
WebSocket has two frame types: text and binary. JSON and plain text go in text frames; images and raw protocol bytes go in binary. In cpp-httplib, send() picks the right type via overload.
How to pick a frame type
ws.send(std::string("Hello")); // text
ws.send("Hello", 5); // binary
ws.send(binary_data, binary_data_size); // binary
The std::string overload sends as text. The const char* + size overload sends as binary. A bit subtle, but once you know it, it sticks.
If you have a std::string and want to send it as binary, pass .data() and .size() explicitly.
std::string raw = build_binary_payload();
ws.send(raw.data(), raw.size()); // binary frame
Detect frame type on receive
The return value of ws.read() tells you whether the received frame was text or binary.
std::string msg;
auto result = ws.read(msg);
switch (result) {
case httplib::ws::ReadResult::Text:
std::cout << "text: " << msg << std::endl;
break;
case httplib::ws::ReadResult::Binary:
std::cout << "binary: " << msg.size() << " bytes" << std::endl;
handle_binary(msg.data(), msg.size());
break;
case httplib::ws::ReadResult::Fail:
// error or closed
break;
case httplib::ws::ReadResult::Timeout:
// read timeout elapsed; the connection is still open
break;
}
Binary frames still come back in a std::string, but treat its contents as raw bytes — use msg.data() and msg.size().
When binary is the right call
- Images, video, audio: No Base64 overhead
- Custom protocols: protobuf, MessagePack, or any structured binary format
- Game networking: When latency matters
- Sensor data streams: Push numeric arrays directly
Ping is binary-ish, but hidden
WebSocket Ping/Pong frames are close cousins of binary frames at the opcode level, but cpp-httplib handles them automatically — you don't touch them. See W02. Set a WebSocket heartbeat.
Example: send an image
// Server: push an image
svr.WebSocket("/image", [](const auto &req, auto &ws) {
auto img = read_image_file("logo.png");
ws.send(img.data(), img.size());
});
// Client: receive and save
httplib::ws::WebSocketClient cli("ws://localhost:8080/image");
cli.connect();
std::string buf;
if (cli.read(buf) == httplib::ws::ReadResult::Binary) {
std::ofstream ofs("received.png", std::ios::binary);
ofs.write(buf.data(), buf.size());
}
You can mix text and binary in the same connection. A common pattern: JSON for control messages, binary for the actual data — you get efficient handling of metadata and payload both.
Note: WebSocket frames don't have an infinite size limit. For very large data, chunk it in your application code. cpp-httplib can handle a big frame in one shot, but it does load it all into memory at once.