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@metanet-games/rooms

v0.1.0

Published

Client-side chat with dynamic channels and presence, over any transport. Pairs with chaintag for identity.

Readme

@metanet-games/rooms

Client-side chat with dynamic channels and presence, over any transport. Depends only on chaintag for identity.

You bring a transport and a player identity; rooms handles join/leave, who's-here presence, message ordering, and de-duplication. Channels are dynamic — name one and it exists.

import { createRooms, loopback } from "@metanet-games/rooms";
import { anon } from "@metanet-games/chaintag";

// transport is anything with { send(env), subscribe(handler) } — WebSocket, an HTTP relay,
// WebRTC, or the built-in loopback() for tests/local play.
const rooms = createRooms({ transport: myTransport, identity: anon(localStorage) });

const lobby = rooms.channel("lobby");     // dynamic — no registration
lobby.on("message",  (m) => render(m));   // { id, channel, author:{id,name,avatar}, text, ts }
lobby.on("presence", (who) => showWhosHere(who));
lobby.on("join",  (p) => toast(`${p.name} joined`));
lobby.on("leave", (p) => toast(`${p.name} left`));
lobby.join();
lobby.send("gm");

rooms.channel("block:" + height).join();  // a channel per block, per match, per region…
setInterval(() => rooms.heartbeat(), 10000); // keep presence fresh + prune stale peers

Transport contract

{ send(envelope), subscribe(handler) }

send broadcasts an envelope to the other peers; subscribe(handler) calls handler(envelope) for each inbound one. rooms is broadcast-gossip: every client announces itself, so presence needs no server. loopback() is an in-memory hub for tests and local multiplayer.

Honest boundaries

  • All peers on a transport receive all envelopes; channels route them. "Joining" a channel is about presence (announcing yourself), not access control. Private/paid channels are the transport's or relay's job (a gated WebSocket, a token-checked relay) — rooms won't pretend a client-side channel name keeps anyone out.
  • Presence is peer-observed and eventually-consistent: members appear on their first envelope and are pruned ttl ms after their last, so heartbeat() must run on an interval in production.
  • No history: rooms shows messages from when you connected. Durable logs are a relay concern.

See SPEC.md for the envelope format and the presence model.

Apache-2.0 © metanet.games