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@cyotee/boardgameio-p2p

v0.5.0

Published

Peer-to-peer multiplayer transport for boardgame.io — PeerJS (upstream) and channel/join-code (ManaMesh) modes

Readme

@cyotee/boardgameio-p2p

Peer-to-peer multiplayer transport for boardgame.io.

Fork of the experimental @boardgame.io/p2p package with two connection modes:

| Mode | API | Connection | |------|-----|------------| | PeerJS (upstream) | P2P({ isHost }) | PeerJS peer IDs / PeerServer | | Channel (ManaMesh) | P2PMultiplayer({ connection, role, ... }) | Injected P2PChannel (join-code WebRTC, etc.) |

Install

npm install @cyotee/boardgameio-p2p boardgame.io

Channel mode (recommended for ManaMesh)

Use when peers already share a data channel (e.g. join-code WebRTC):

import { Client } from "boardgame.io/client";
// Prefer /channel so PeerJS is not required for this path
import { P2PMultiplayer, type P2PChannel } from "@cyotee/boardgameio-p2p/channel";

// `connection` implements P2PChannel: send, isConnected, events
const multiplayer = P2PMultiplayer({
  connection, // JoinCodeConnection or any P2PChannel
  role: "host", // or "guest"
  playerID: "0",
  matchID: "match-1",
  numPlayers: 2,
});

const client = Client({
  game: MyGame,
  multiplayer,
});

P2PChannel

interface P2PChannel {
  send(data: string): void;
  isConnected(): boolean;
  events: {
    onMessage: (data: string) => void;
    onConnectionStateChange: (state: ConnectionState) => void;
  };
}

Join-code discovery stays in the app; only the boardgame.io transport lives here.

PeerJS mode (upstream)

import { P2P } from "@cyotee/boardgameio-p2p";

Client({
  game: MyGame,
  matchID: "random-id",
  playerID: "0",
  multiplayer: P2P({ isHost: true }),
});

Build

yarn workspace @cyotee/boardgameio-p2p build

License

MIT (upstream boardgame.io p2p authors + cyotee extensions)