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@eelnet/client

v2.1.1

Published

Peer-to-peer networking library for EelNet

Downloads

514

Readme

@eelnet/client

eelnet.dev | Free P2P networking for real-time apps

Client for the EelNet peer-to-peer networking service. Provides a simple API for real-time collaborative applications.

Features

  • Simple API - Just connect() and disconnect() - all network negotiation handled automatically
  • Automatic Peer Management - Peers are discovered and connected when joining
  • Reconnection - Built-in exponential backoff reconnection to the service
  • TypeScript - Full type definitions included
  • Cross-Platform - Works in browsers and Node.js.

Installation

npm install @eelnet/client

Quick Start

import { EelNet } from '@eelnet/client';

// Create client with your API key
const client = new EelNet({
  apiKey: 'eel_live_your_api_key',
});

// Listen for events
client.on('message', (peerId, data) => {
  console.log(`Message from ${peerId}:`, data);
});

client.on('peerJoined', (peerId) => {
  console.log(`Peer ${peerId} joined the room`);
});

client.on('peerLeft', (peerId) => {
  console.log(`Peer ${peerId} left`);
});

// Connect to a room - returns your peer ID and list of peers in the room
const { peerId, peers } = await client.connect('my-game-room');
console.log(`Connected as ${peerId}, ${peers.length} peers in room`);

// Wait for all WebRTC connections to be established
await client.waitForPeers();
console.log('All peers connected and ready!');

// Send data to everyone
client.broadcast({ type: 'hello', name: 'Player1' });

// When done
await client.disconnect();

API Reference

Constructor

new EelNet(config: EelNetConfig)

EelNetConfig

| Property | Type | Default | Description | |----------|------|---------|-------------| | apiKey | string | required | API key for authentication | | autoReconnect | boolean | true | Enable automatic reconnection | | maxReconnectAttempts | number | 5 | Max reconnection attempts | | reconnectBaseDelay | number | 1000 | Base delay (ms) for exponential backoff | | dataChannel.ordered | boolean | false | Deliver messages in order | | dataChannel.maxRetransmits | number | undefined | Max retransmits (undefined = reliable, 0 = unreliable) | | debug | boolean | false | Enable debug logging |

Methods

connect(room: string): Promise<ConnectResult>

Connect to the server and join a room. Returns connection info including your peer ID and the list of peers already in the room. Automatically begins establishing P2P connections with all peers.

const { peerId, peers } = await client.connect('lobby');
console.log(`Joined as ${peerId}, ${peers.length} peers in room`);

ConnectResult: | Property | Type | Description | |----------|------|-------------| | peerId | string | Your assigned peer ID | | peers | string[] | Peer IDs already in the room (WebRTC connections pending) |

waitForPeers(): Promise<void>

Wait for all pending peer connections to be established. Call this after connect() or after a peerJoined event to ensure all WebRTC data channels are open and ready for communication.

// After initial connection
const { peerId, peers } = await client.connect('lobby');
console.log(`Joining with ${peers.length} peers...`);
await client.waitForPeers();
console.log('All peers connected!');

// When a new peer joins mid-game
client.on('peerJoined', async (newPeerId) => {
  console.log(`${newPeerId} is connecting...`);
  await client.waitForPeers();
  console.log(`${newPeerId} is ready!`);
});

disconnect(): Promise<void>

Disconnect from the room and server. Closes all peer connections.

await client.disconnect();

broadcast(data: unknown): void

Send data to all connected peers.

client.broadcast({ type: 'position', x: 100, y: 200 });

sendTo(peerId: string, data: unknown): boolean

Send data to a specific peer. Returns true if sent, false if peer not connected.

const sent = client.sendTo('peer_abc123', { type: 'whisper', text: 'Hello!' });

getPeers(): string[]

Get list of connected peer IDs.

const peers = client.getPeers();
console.log(`Connected to ${peers.length} peers`);

getPeerId(): string | null

Get your own peer ID (assigned by the server).

console.log(`My peer ID: ${client.getPeerId()}`);

getRoom(): string | null

Get the current room name.

getState(): ConnectionState

Get the current connection state: 'disconnected', 'connecting', 'connected', or 'reconnecting'.

hasPendingPeers: boolean

Check if there are any pending peer connections (WebRTC handshakes in progress).

pendingPeerCount: number

Get the number of pending peer connections.

on(event, handler): void

Register an event handler.

off(event, handler): void

Remove an event handler.

Events

| Event | Handler Signature | Description | |-------|-------------------|-------------| | message | (peerId: string, data: unknown) => void | Received data from a peer | | peerJoined | (peerId: string) => void | A peer joined the room | | peerLeft | (peerId: string) => void | A peer left or disconnected | | peerConnected | (peerId: string) => void | Data channel opened with peer | | stateChange | (state: ConnectionState) => void | Connection state changed | | error | (error: EelNetError) => void | An error occurred | | disconnected | (reason: string) => void | Disconnected from server | | reconnecting | (attempt: number) => void | Attempting to reconnect |

Handling Reconnection

const client = new EelNet({
  apiKey: 'eel_live_xxx',
  autoReconnect: true,
  maxReconnectAttempts: 10,
});

client.on('disconnected', (reason) => {
  showNotification(`Disconnected: ${reason}`);
});

client.on('reconnecting', (attempt) => {
  showNotification(`Reconnecting... (attempt ${attempt})`);
});

client.on('stateChange', (state) => {
  if (state === 'connected') {
    hideNotification();
  }
});

Data Channel Configuration

The ordered and maxRetransmits properties are independent and control different aspects:

  • ordered: Whether messages must arrive in the order sent
  • maxRetransmits: How many times to retry failed messages (undefined = infinite)

Common Configurations

Real-time games (UDP-like) - Fast, may lose data:

{
  dataChannel: {
    ordered: false,      // Don't wait for lost packets
    maxRetransmits: 0,   // Don't retry
  }
}

Chat or turn-based games (TCP-like) - Reliable and ordered:

{
  dataChannel: {
    ordered: true,       // Maintain message order
    // maxRetransmits not set = retry forever (reliable)
  }
}

Advanced: Reliable but unordered - All messages arrive, but order doesn't matter:

{
  dataChannel: {
    ordered: false,
    // maxRetransmits not set = retry forever (reliable)
  }
}

Error Handling

import { EelNet, EelNetError } from '@eelnet/client';

client.on('error', (error: EelNetError) => {
  console.error(`Error: ${error.message}`);
  
  if (error.code) {
    console.error(`Code: ${error.code}`);
  }
  
  if (error.peerId) {
    console.error(`Related to peer: ${error.peerId}`);
  }
});

try {
  await client.connect('room');
} catch (error) {
  if (error instanceof EelNetError) {
    handleConnectionError(error);
  }
}

TypeScript

Full TypeScript support with exported types:

import type {
  EelNetConfig,
  EelNetEvents,
  ConnectionState,
  ConnectResult,
  EelNetError,
} from '@eelnet/client';

Browser Support

Works in all modern browsers that support WebRTC:

  • Chrome 56+
  • Firefox 44+
  • Safari 11+
  • Edge 79+

License

MIT