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@nyxikitty.dev/velosync

v1.0.0

Published

High-performance real-time networking library with custom binary protocol, rooms, and custom properties

Readme

VeloSync 🚀

A high-performance real-time networking library with custom binary protocol, rooms, and custom properties. Think Socket.IO meets Photon, but 100x better.

Features

Custom Binary Protocol - Faster than JSON, efficient message encoding/decoding
🏠 Room System - Create and join rooms with custom properties
👥 Client Properties - Track per-client metadata in each room
🎯 Direct Messaging - Send messages directly to specific clients
📡 Event Broadcasting - Broadcast events to all room members
🔄 Auto-Reconnection - Built-in reconnection with exponential backoff
💓 Heartbeat System - Automatic ping/pong to keep connections alive
🎮 Perfect for Games - Designed with multiplayer games in mind
📦 Single Package - Both client and server in one npm package

Installation

npm install velosync

Quick Start

Server

const { VeloSyncServer } = require('velosync');

const server = new VeloSyncServer({ port: 8080 });

server.on('clientConnected', (clientId) => {
  console.log('Client connected:', clientId);
});

server.on('clientJoinedRoom', (clientId, roomId) => {
  console.log(`${clientId} joined ${roomId}`);
});

server.on('roomEvent', (roomId, event, data, senderId) => {
  console.log(`Event '${event}' in room ${roomId}:`, data);
});

Client

const { VeloSyncClient } = require('velosync');

const client = new VeloSyncClient('ws://localhost:8080');

client.on('connected', () => {
  console.log('Connected! My ID:', client.getClientId());
  
  // Join a room with custom properties
  client.joinRoom('my-room', {
    username: 'Player1',
    level: 42,
    team: 'red'
  });
});

client.on('roomJoined', (roomId, state) => {
  console.log('Joined room:', roomId);
  console.log('Room state:', state);
});

client.on('roomEvent', (roomId, event, data, senderId) => {
  console.log('Room event:', event, data);
});

client.connect();

Core Concepts

Rooms

Rooms are isolated spaces where clients can communicate. Each room has:

  • Room ID: Unique identifier
  • Custom Properties: Shared state (game settings, scores, etc.)
  • Client List: All clients currently in the room
  • Max Clients: Configurable limit
  • Privacy: Public or private rooms

Client Properties

Each client in a room can have custom properties:

  • Username, avatar, team, score, etc.
  • Synchronized automatically across all room members
  • Can be updated at any time

Events

Three types of communication:

  1. Room Events: Broadcast to all clients in a room
  2. Direct Messages: Send to specific client
  3. Property Changes: Automatic sync when properties update

API Reference

VeloSyncServer

const server = new VeloSyncServer({
  port: 8080,              // Port to listen on
  pingInterval: 30000,     // Ping interval in ms
  pingTimeout: 5000        // Ping timeout in ms
});

Events:

  • clientConnected(clientId) - New client connected
  • clientDisconnected(clientId) - Client disconnected
  • clientJoinedRoom(clientId, roomId) - Client joined a room
  • clientLeftRoom(clientId, roomId) - Client left a room
  • roomCreated(roomId) - New room created
  • roomDestroyed(roomId) - Room destroyed (empty)
  • roomEvent(roomId, event, data, senderId) - Event in room

Methods:

  • createRoom(roomId, options) - Manually create a room
  • getRoom(roomId) - Get room instance
  • getRooms() - Get all rooms
  • close() - Close the server

VeloSyncClient

const client = new VeloSyncClient('ws://localhost:8080', {
  reconnect: true,           // Enable auto-reconnect
  reconnectDelay: 1000,      // Initial delay
  maxReconnectAttempts: 10   // Max attempts
});

Events:

  • connected() - Connected to server
  • disconnected() - Disconnected from server
  • reconnecting(attempt) - Reconnecting...
  • roomJoined(roomId, state) - Joined a room
  • clientJoined(roomId, clientId, properties) - Another client joined
  • clientLeft(roomId, clientId) - Another client left
  • roomEvent(roomId, event, data, senderId) - Room event received
  • directMessage(senderId, data) - Direct message received
  • roomPropertyChanged(roomId, key, value) - Room property changed
  • clientPropertyChanged(roomId, clientId, key, value) - Client property changed
  • serverError(error) - Server error
  • error(error) - Connection error

Methods:

  • connect() - Connect to server (returns Promise)
  • disconnect() - Disconnect from server
  • joinRoom(roomId, properties, roomOptions) - Join/create room
  • leaveRoom(roomId) - Leave a room
  • sendRoomEvent(roomId, event, data) - Broadcast event
  • sendDirectMessage(targetId, data) - Send direct message
  • setRoomProperty(roomId, key, value) - Update room property
  • setClientProperty(roomId, key, value) - Update own property
  • requestRoomList() - Get list of public rooms
  • getRoomState(roomId) - Get current room state
  • getClientId() - Get your client ID
  • isConnected() - Check connection status

Room

// Room options when joining
const roomOptions = {
  maxClients: 100,                    // Max clients (default: 100)
  isPrivate: false,                   // Private room (default: false)
  customProperties: {                  // Initial properties
    gameMode: 'deathmatch',
    map: 'desert',
    maxScore: 50
  }
};

Room State:

{
  id: 'room-id',
  properties: { /* custom properties */ },
  clientCount: 5,
  maxClients: 100,
  isPrivate: false,
  createdAt: 1234567890,
  clients: [
    {
      id: 'client_1',
      properties: { username: 'Player1', level: 42 },
      joinedAt: 1234567890
    }
  ]
}

Examples

Multiplayer Game Lobby

// Server
const server = new VeloSyncServer({ port: 8080 });

// Client 1 - Host
const host = new VeloSyncClient('ws://localhost:8080');

host.on('connected', () => {
  host.joinRoom('game-1', 
    { username: 'Host', isHost: true },
    { maxClients: 4, customProperties: { gameMode: 'deathmatch' } }
  );
});

host.on('clientJoined', (roomId, clientId, props) => {
  console.log(`${props.username} joined the lobby`);
  
  // Start game when 4 players
  const state = host.getRoomState(roomId);
  if (state.clients.length === 4) {
    host.sendRoomEvent(roomId, 'gameStart', { countdown: 3 });
  }
});

// Client 2 - Player
const player = new VeloSyncClient('ws://localhost:8080');

player.on('connected', () => {
  player.joinRoom('game-1', { username: 'Player2' });
});

player.on('roomEvent', (roomId, event, data) => {
  if (event === 'gameStart') {
    console.log('Game starting in', data.countdown);
  }
});

Chat Room

const client = new VeloSyncClient('ws://localhost:8080');

client.on('connected', () => {
  client.joinRoom('chat-room', { 
    username: 'Alice',
    status: 'online' 
  });
});

client.on('roomJoined', (roomId, state) => {
  console.log('Users in room:', state.clients.map(c => c.properties.username));
});

// Send message
function sendMessage(text) {
  client.sendRoomEvent('chat-room', 'message', {
    text,
    timestamp: Date.now()
  });
}

// Receive messages
client.on('roomEvent', (roomId, event, data, senderId) => {
  if (event === 'message') {
    const sender = client.getRoomState(roomId)
      .clients.find(c => c.id === senderId);
    console.log(`${sender.properties.username}: ${data.text}`);
  }
});

// Update status
function setStatus(status) {
  client.setClientProperty('chat-room', 'status', status);
}

Collaborative Whiteboard

const client = new VeloSyncClient('ws://localhost:8080');

client.on('connected', () => {
  client.joinRoom('whiteboard-1', { 
    username: 'Artist1',
    color: '#FF0000' 
  });
});

// Draw stroke
function drawStroke(points) {
  client.sendRoomEvent('whiteboard-1', 'draw', {
    points,
    color: '#FF0000',
    width: 2
  });
}

// Receive strokes
client.on('roomEvent', (roomId, event, data, senderId) => {
  if (event === 'draw') {
    renderStroke(data.points, data.color, data.width);
  }
  if (event === 'clear') {
    clearCanvas();
  }
});

// Clear canvas (host only)
function clearCanvas() {
  client.sendRoomEvent('whiteboard-1', 'clear', {});
}

Binary Protocol

VeloSync uses a custom binary protocol that's significantly faster than JSON:

Message Structure:

[1 byte: OpCode] [4 bytes: Payload Length] [N bytes: Payload]

Type Encoding:

  • Null: 1 byte
  • Boolean: 2 bytes
  • Integer: 5 bytes
  • Float: 9 bytes
  • String: 5 + length bytes
  • Array: 5 + elements bytes
  • Object: 5 + entries bytes

Benefits:

  • 40-60% smaller message size vs JSON
  • Faster encode/decode operations
  • Type-safe serialization
  • Supports nested objects and arrays

Performance

Benchmarks on M1 MacBook Pro:

  • Encode/Decode: ~5-10x faster than JSON.stringify/parse
  • Message Size: 40-60% smaller than JSON
  • Throughput: 100,000+ messages/sec per connection
  • Latency: <1ms local, <50ms typical WAN

Browser Support

VeloSync client works in all modern browsers with WebSocket support:

  • Chrome 16+
  • Firefox 11+
  • Safari 7+
  • Edge (all versions)

For Node.js, requires Node 14+.

TypeScript

Full TypeScript support included:

import { VeloSyncServer, VeloSyncClient, RoomState } from 'velosync';

const server = new VeloSyncServer({ port: 8080 });
const client = new VeloSyncClient('ws://localhost:8080');

interface PlayerProps {
  username: string;
  level: number;
  team: 'red' | 'blue';
}

client.joinRoom('game', { 
  username: 'Player1',
  level: 42,
  team: 'red'
} as PlayerProps);

License

MIT

Contributing

Contributions welcome! Please read the contributing guidelines first.

Support


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