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Easy integration with the gossip inter-MUD communication protocol

Package Exports

  • gossiphaus

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (gossiphaus) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

gossiphaus

Integration for the gossip MUD protocol, a scrappy start-up inter-MUD communication protocol.

Installation

npm install gossiphaus

Debugging

Run with DEBUG=gossiphaus to see debug messages, ie: DEBUG=gossiphaus node example.js

Example

const gossiphaus = require('gossiphaus')

run()

async function run() {
  try {
    // initialize with a configuration object.  your client_id and
    // client_secret are the minimum required parameters.
    let emitter = gossiphaus.init({
      client_id: '12345678-1234-1234-1234-123456789abc',
      client_secret: '12345678-1234-1234-1234-123456789abc'
    })

    // catch asynchronous errors
    emitter.on('error', (err) => {
      console.log(err.stack)
    })

    // connect to gossiphaus and retrieve current game status
    await gossiphaus.connect()

    // an array of other games connected to the gossip network with their
    // currently authenticated players
    console.log(gossiphaus.games)  

    // notify gossip of a new player authenticated into your game
    let result = await gossiphaus.addPlayer('SomePlayer')

    // subscribe your game to the 'secrets' channel
    result = await gossiphaus.send('channels/subscribe', {
      channel: 'secrets'
    })

    // send a message to the 'secrets' channel
    result = await gossiphaus.send('channels/send', {
      channel: 'secrets',
      name: 'SomePlayer',
      message: 'shhh'
    })

    // unsubscribe from the 'secrets' channel
    result = await gossiphaus.send('channels/unsubscribe', {
      channel: 'secrets'
    })

    // send a tell to a remote user
    result = await gossiphaus.send('tells/send', {
      from_name: 'SomePlayer',
      to_game: 'SomeGame',
      to_name: 'SomeOtherPlayer',
      sent_at: new Date(),
      message: 'test'
    })

    // notify gossip of a new player logged out of your game
    result = await gossiphaus.removePlayer('SomePlayer')

    // forcibly close the connection
    gossiphaus.close()

  // catch synchronous errors (ie. as the result of a send())
  } catch (err) {
    console.log(err.stack)
  }
}

API

gossiphaus.init(config)

Initializes gossiphaus configuration. Returns an event emitter object that will report asynchronous errors. You should listen for the error event of this emitter object to catch asynchronous errors (ie. socket unexpectedly closed, reconnection failures).

  • config.client_id {string} Your game's client_id from gossip.haus (required)
  • config.client_secret {string} Your game's client_secret from gossip.haus (required)
  • config.statusWait {Number} How long to wait and collect status messages on connect before resolving (in ms), default: 100
  • config.reconnectIntervalTime {Number} How long to wait in between reconnection attempts (in ms), default: 5000
  • config.url {string} gossip.haus websocket url, default: wss://gossip.haus/socket
  • config.supports {Array.} Supported methods, default: ['channels', 'players', 'tells']
  • config.channels {Array.} Channels to subscribe to, default: ['testing', 'gossip']
  • config.version {string} API version number to use, default not set
  • config.user_agent {string} Game user agent, default not set

gossiphaus.connect()

Connects to gossip.haus, authenticates, and gets the status of current remotely connected games. Returns a promise that resolves after config.statusWait. The delay allows remote game status to accumulate and be available when the promise resolves.

gossiphaus.close()

Closes the connection with gossip.haus. Connection can be re-established with gossiphaus.connect().

gossiphaus.send(event, payload, ref = true)

Sends an event to gossip.haus. See (the documentation)[https://gossip.haus/docs] for information on the messages that can be sent. Returns a promise that resolves with the acknowledgement packet.

  • event {string} The gossip.haus event name (required)
  • payload {Object} The gossip.haus event payload object (required)
  • ref {boolean} If a ref id should be generated with this request, default: true

gossiphaus.addPlayer(name)

Adds a player to your local game and informs the gossip.haus network. This should be called when a user logs in to your game. You should use this method instead of calling send('players/sign-in') directly so that heartbeat responses have an up-to-date player list.

  • name {string} The player's name (required)

gossiphaus.removePlayer(name)

Removes a player from your local game and informs the gossip.haus network. This should be called when a user logs out of your game. You should use this method instead of calling send('players/sign-out') directly so that heartbeat responses have an up-to-date player list.

  • name {string} The player's name (required)

gossiphaus.games

An array of remote game objects. This object will be initialized as part of the connect() method and will be kept in sync when remote players/sign-in and players/sign-out messages are received. The config.statusWait parameter controls how long to wait for this object to be populated.