@nyxikitty.dev/velosync
v1.0.0
Published
High-performance real-time networking library with custom binary protocol, rooms, and custom properties
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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 velosyncQuick 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:
- Room Events: Broadcast to all clients in a room
- Direct Messages: Send to specific client
- 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 connectedclientDisconnected(clientId)- Client disconnectedclientJoinedRoom(clientId, roomId)- Client joined a roomclientLeftRoom(clientId, roomId)- Client left a roomroomCreated(roomId)- New room createdroomDestroyed(roomId)- Room destroyed (empty)roomEvent(roomId, event, data, senderId)- Event in room
Methods:
createRoom(roomId, options)- Manually create a roomgetRoom(roomId)- Get room instancegetRooms()- Get all roomsclose()- 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 serverdisconnected()- Disconnected from serverreconnecting(attempt)- Reconnecting...roomJoined(roomId, state)- Joined a roomclientJoined(roomId, clientId, properties)- Another client joinedclientLeft(roomId, clientId)- Another client leftroomEvent(roomId, event, data, senderId)- Room event receiveddirectMessage(senderId, data)- Direct message receivedroomPropertyChanged(roomId, key, value)- Room property changedclientPropertyChanged(roomId, clientId, key, value)- Client property changedserverError(error)- Server errorerror(error)- Connection error
Methods:
connect()- Connect to server (returns Promise)disconnect()- Disconnect from serverjoinRoom(roomId, properties, roomOptions)- Join/create roomleaveRoom(roomId)- Leave a roomsendRoomEvent(roomId, event, data)- Broadcast eventsendDirectMessage(targetId, data)- Send direct messagesetRoomProperty(roomId, key, value)- Update room propertysetClientProperty(roomId, key, value)- Update own propertyrequestRoomList()- Get list of public roomsgetRoomState(roomId)- Get current room stategetClientId()- Get your client IDisConnected()- 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
Built with ⚡ by developers, for developers.
