Send message using Django Channels from outside Consumer class Send message using Django Channels from outside Consumer class django django

Send message using Django Channels from outside Consumer class


Firstly you need your consumer instance to subscribe to a group.

from asgiref.sync import async_to_syncclass GameConsumer(WebsocketConsumer):    def connect(self):        self.accept()        self.render()        async_to_sync(self.add_group)('render_updates_group')         controller.startTurn()...

Then if you are outside of your consumer you will need to send a message to that group so that all the consumers that have registered onto the group get the message.

from channels.layers import get_channel_layerfrom asgiref.sync import async_to_syncdef sendDeployments(owner, armies):    type = "renderDeployments"    message = owner + " has " + str(armies) + " to deploy"    channel_layer = get_channel_layer()    async_to_sync(channel_layer.group_send)(        'render_updates_group',        {'type': 'render', 'message': message}    )

However, you also need to remember to remove your consumer from the group when it disconnects.

class GameConsumer(WebsocketConsumer):    ....    def disconnect(self, close_code):         async_to_sync(self.group_name)('render_updates_group')

If you want to limit which open connections get this render message you need to build your group name accordingly.

eg if you are thinking about some online game then maybe you include a MATCH-ID in the group name that is shared by all connections for the same match.

A good reference for this is the channels Layers documentation but do remember when running this in production you will need a messaging layer (normally Redis) set up.


First make a little change for your Consumer like

from asgiref.sync import async_to_syncfrom channels.generic.websocket import WebsocketConsumerimport jsonclass EventConsumer(WebsocketConsumer):    def connect(self):        # self.room_name = self.scope['url_route']['kwargs']['room_name']        # self.room_group_name = 'chat_%s' % self.room_name        self.room_name = 'event'        self.room_group_name = self.room_name+"_sharif"        async_to_sync(self.channel_layer.group_add)(            self.room_group_name,            self.channel_name        )        print(self.room_group_name)        self.accept()        print("#######CONNECTED############")    def disconnect(self, code):        async_to_sync(self.channel_layer.group_discard)(            self.room_group_name,            self.channel_name        )        print("DISCONNECED CODE: ",code)    def receive(self, text_data=None, bytes_data=None):        print(" MESSAGE RECEIVED")        data = json.loads(text_data)        message = data['message']        async_to_sync(self.channel_layer.group_send)(            self.room_group_name,{                "type": 'send_message_to_frontend',                "message": message            }        )    def send_message_to_frontend(self,event):        print("EVENT TRIGERED")        # Receive message from room group        message = event['message']        # Send message to WebSocket        self.send(text_data=json.dumps({            'message': message        }))

then call the function outside/anywhere from your app like

def event_triger():    channel_layer = get_channel_layer()    async_to_sync(channel_layer.group_send)(        'event_sharif',        {            'type': 'send_message_to_frontend',            'message': "event_trigered_from_views"        }    ) # here 'event_sharif' is your room_group_name as i defined before in consumer# 'type' is like a command, for which method you wants to trigger in your consumer


The correct code for the disconnect function (using channels 2.3.0) would be:

class GameConsumer(WebsocketConsumer):    ....    def disconnect(self, close_code):        self.channel_layer.group_discard(self.channel_name, 'render_updates_group')