furioos-sdk

Furioos SDK: create your own furioos UI communicating with your application


License
MIT
Install
npm install furioos-sdk@2.0.3

Documentation

Furioos SDK JS

⚠️ if you are using the first version of the SDK, please refer to this documentation: Furioos SDK V1

Requirements

  • A Furioos Account on www.furioos.com.
  • Then choose the application you want to use with the SDK and create a SDK link.

Table of contents

About Furioos SDK

The Furioos SDK is composed of 2 parts:

  • one is on the website side
  • and the other one is on the application side

On the website side you have to use the Furioos SDK JS. It allows you to :

  • embed the Furioos player into your website and customize it
  • communicate with your Unity or Unreal application

Why cutomize your Furioos player

Here are some possible use cases for player customization (it's not an exhaustive list):

  • remove all Furioos branding
  • hide the play button
  • hide the player toolbar and build a new one from your website
  • create your own installation progress bar
  • trigger your own features once the stream has been started
  • ...

Note: For these examples you just need to have the Furioos SDK JS in your website.

Communication inbetween my website and my application

However, if you need to communication inbetween your website and your Unity or Unreal application, you will need to add the Furioos SDK (Unity or Unreal) into your application. This allows you to send and receive bidirectional messages.

Important: Before sending or receiving messages, the session must be launched. You can check it with ON_APP_START event

Here are some examples:

  • If you want to change the color of an object from your website, you can:
    • Send a message with the final color from your website
    • From your application, get the color in the message and assign the material with the new color
  • If you want to get the position of the player to display it on your website
    • Send a message with player coord from the application
    • From your website, get the coordinates and show it on your website

To implement a bidirectionnal communication you can find details below:

Example of application

Here is an example of an application that customizes the Furioos player and uses the message system for a complete integration with the website.
On the left, the menu is on the website side (html).
On the right, the house dispay is on the application side (Furious player).

Installation

Via NPM

npm install --save furioos-sdk

or

yarn add furioos-sdk

You can find a full example HERE

Via CDN

<script src="https://cdn.jsdelivr.net/npm/furioos-sdk@2.0.3/dist/furioos.bundle.js"></script>

You can find a full example HERE

API

constructor(sdkShareLinkID, containerDivId, options)

Instanciate the player for a given application.

Property Type Description optional DefaultValue
sdkShareLinkID String Furioos SDK Link ID of the application you want to share. false null
containerDivId String The ID of the HTML container div that will host the render. false null
options Object The options to setup the player are these following : true {}
options:
Property Type Description optional DefaultValue
whiteLabel Boolean Remove all Furioos' Logo true false
hideToolbar Boolean Hide the toolbar to create your own true false
hideTitle Boolean Hide the title bar to create your own true false
hidePlayButton Boolean Hide the play button true false
debugAppMode Boolean Active local debug of your application. See Debug localy the SDK communication tunnel for more detail true false
inactiveTimeout Number Defines the inactivity time in a session before it closes (in ms) Min: 10s / Max: 24h true 60000 (ms)

Basic Example

import { Player, FS_SDK_EVENTS_NAME } from 'furioos-sdk';

const options = {
  whiteLabel: true,
  hideToolbar: false,
  hideTitle: true,
  hidePlayButton: false,
  inactiveTimeout: 60000,
};

const player = new Player("YOUR_SDK_LINK_ID" ,"containerDivId", options);

// Bind player loaded
player.on(FS_SDK_EVENTS_NAME.LOAD, function() {
  console.log("SDK client FIRED: Player loaded");
});

// Bind application install progress
player.on(FS_SDK_EVENTS_NAME.ON_APP_INSTALL_PROGRESS, function(data) {
  console.log("SDK client FIRED: App install progress", data);
});

// Bind application start
player.on(FS_SDK_EVENTS_NAME.ON_APP_START, function() {
  console.log("SDK client FIRED: App start");
});

// Bind stream start
player.on(FS_SDK_EVENTS_NAME.ON_STREAM_START, function() {
  console.log("SDK client FIRED: Stream start");
});

// Bind stream start
player.on(FS_SDK_EVENTS_NAME.ON_SDK_START, function() {
  console.log("SDK client FIRED: SDK start");
});

// Bind SDK messages
player.on(FS_SDK_EVENTS_NAME.ON_SDK_MESSAGE, function(data) {
  console.log("SDK Message Received:", data);
});

// Bind an event that lets you know if you can resume session
player.on(FS_SDK_EVENTS_NAME.ON_RESUME_SESSION, function({ canResumeSession }) {
  if(canResumeSession) {
    player.resumeSession();
  }
});

// Bind session stoppeds
player.on(FS_SDK_EVENTS_NAME.ON_SESSION_STOPPED, function() {
  console.log("SDK client FIRED: Session Stopped");
});

Properties

important These properties are only getters

quality: String

Get the current setted quality. Possible values : AUTO / LOW / MEDIUM / HIGH

volume: Number

Get the current setted volume. Value between 0 - 1

Methods

setThumbnailUrl(url)

Change the thumbnail of your app.

Property Type Description DefaultValue
url String A public url of the thumbnail you want to set null
getServerAvailability(function(data) {}, function(error) {})

Call this function to get an estimated time to get a session on Furioos.

data:

Property Type Description DefaultValue
assignTime Number Estimated time (minutes) to be assigned to a server 0
launchTime Number Estimated time (minutes) for your app to be ready (copied, extracted and launched) 0
availableMachines Number Number of ready VM waiting for a session 0
*maximumMachines Number Maximum machines setted on your campaign 0
*usedMachines Number Number of current used machines in your pool 0
*creatingMachines Number Number of creating machines (creating machine in the cloud) 0
*installingMachines Number Number of installing machine (installing your application on it) 0

* Those values are only available for an application running on a pre-allocated campaign.

Example:

  player.getServerAvailability(function(data) {
    console.log("Time to assign a server: ", data.assignTime);
    console.log("Time to copy, extract and launch your application: ", data.launchTime);
    console.log("Number of machines ready for a session: ", data.availableMachines);
    console.log("Total time to get session ready: ", data.assignTime + data.launchTime);
  }, function(error) {
    // Treat the error.
  });
getServerMetadata(function(metadata) {}, function(error) {})

Call this function to get unique VM informations. This function returns metadata only if a session is running.

metadata:

Property Type Description DefaultValue
publicIP String The VM public IP. ""
name String A unique name to identify a VM. ""

Example:

  player.getServerMetadata(function(metadata) {
    console.log("Public VM IP: ", metadata.publicIP);
    console.log("VM unique name: ", metadata.name);
  }, function(error) {
    // Treat the error.
  });
start(location)

Start a new session.

Property Type Description DefaultValue Optional
location String The VM public IP. "" true

Example:

  player.start(Player.regions.EUW);

stop()

Stop the session.

maximize()

Enable Full screen mode.

minimize()

Disable Full screen mode.

setQuality(quality)

Set the quality of the stream.
Use the new quality values by importing FS_QUALITY_VALUES
⚠️ You can access deprecated quality values by importing QUALITY_VALUES. However these value are no longer available.

Property Type Description DefaultValue Optional
quality QualityValue Use one of the static value FS_QUALITY_VALUES.AUTO / FS_QUALITY_VALUES.LOW / FS_QUALITY_VALUES.MEDIUM / FS_QUALITY_VALUES.HIGH Furioos App Quality false

Example:

  player.setQuality(FS_QUALITY_VALUES.HIGH);

restartStream()

Restart the streaming.

resumeSession()

Resume active session. You can only call this method after check the response value of ON_RESUME_SESSION event

setVolume(volume)

Set the volume of the stream.

Property Type Description DefaultValue Optional
volume Number Volume intensity between 0 - 1 1 false

Example:

  player.setVolume(0.5);

toggleMuted()

Mute the stream. You can call this method before the application is launched with the ON_APP_INSTALL_SUCCESS event.

setUserActive()

This function helps you to keep the session opened if your user does not interact with the interface.
Calling this function will fire onUserActive.

⚠️ important: We recommended to use inactiveTimeout in Player constructor instead of calling this function. If you always call it without checking if the user is really here the session will never end untill the user close their window.

Events

.on(FS_SDK_EVENTS_NAME, callback)

To be able to bind player events, you just need to call the .on function and give it an SDK events parameter and a callback to get the infos. All FS_SDK_EVENTS_NAME constants are accessible from the furioos-sdk package.

LOAD

Bind a callback that will be called when the player is ready.

Example

player.on(FS_SDK_EVENTS_NAME.LOAD, function(data) {
   // Here you know when the player is ready.
    console.log("SDK client FIRED: Player loaded");
})
ON_APP_INSTALL_PROGRESS

Bind a callback that will be called during your application installation. You'll receive the progress of the installation.

data:

Property Type Description Value
status String The current installation step "COPY" or "UNARCHIVE"
progress Number The progress value between 0 and 1

Example

player.on(FS_SDK_EVENTS_NAME.ON_APP_INSTALL_PROGRESS, function(data) {
  // Implement your own code.
  console.log(data.status + " the application : " + Math.round(data.progress*100) + "%");
})
ON_APP_INSTALL_SUCCESS

Bind a callback that will be called when your application installation has succeed.

Example

player.on(FS_SDK_EVENTS_NAME.ON_APP_INSTALL_SUCCESS, function() {
  // Implement your own code.
  console.log("My application is fully installed");
})
ON_APP_INSTALL_FAIL

Bind a callback that will be called when your application installation has failed.

Example

player.on(FS_SDK_EVENTS_NAME.ON_APP_INSTALL_FAIL, function() {
  // Implement your own code.
  console.log("Installation has failed");
})
ON_APP_START

Bind a callback that will be called when your application starts.

Example

player.on(FS_SDK_EVENTS_NAME.ON_APP_START, function() {
  // Implement your own code.
  console.log("Application started");
})
ON_STREAM_START

Bind a callback that will be called when the stream starts.

Example

player.on(FS_SDK_EVENTS_NAME.ON_STREAM_START, function() {
  // Implement your own code.
  console.log("Stream started");
})
ON_SDK_START

Bind a callback that will be called when the SDK start.

Example

player.on(FS_SDK_EVENTS_NAME.ON_SDK_START, function() {
  // Implement your own code.
  console.log("SDK started");
})
ON_USER_ACTIVE

Bind a callback that will be called when the user is **active** on your session (only fired when a session is running).

Example

player.on(FS_SDK_EVENTS_NAME.ON_USER_ACTIVE, function() {
  // Implement your own code.
  console.log("My user is active");
})
ON_USER_INACTIVE

Bind a callback that will be called when the user is **inactive** on your session (only fired when a session is running).

Example

player.on(FS_SDK_EVENTS_NAME.ON_USER_INACTIVE, function() {
  // Implement your own code.
  console.log("My user is inactive");
})
ON_SESSION_STOPPED

Bind a callback that will be called when the session is stopped (ex: stopped for inactivity).

Example

player.on(FS_SDK_EVENTS_NAME.ON_SESSION_STOPPED, function() {
  // Implement your own code.
  console.log("The session has been stopped");
})
ON_STATS

Bind a callback that will be called frequently during a running session with all stats.

stats:

Property Type Description DefaultValue
appHeight Number Height of the application screen on VM 0
appWidth Number Width of the application screen on VM 0
dataLatency Number Round trip network latency 0
dataMethod String events/data transmission method (value: "datachannel" or "ws") "datachannel"
packetsLost Number Percent of lost packets (value: 0 to 1) 0
serverCpuUsage Number Server CPU usage 0
serverEncodingMs Number Server encoding time (milliseconds) 0
serverFramerate Number Server framerate 0
serverGpuMemTotal Number Total GPU RAM available on server (byte) 0
serverGpuMemUsed Number Current GPU RAM used on server (byte) 0
serverGpuUsage Number Server GPU usage percent 0
serverGrabbingMs Number Server grabbing time (milliseconds) 0
serverRamTotal Number Total RAM available on serve (byte) 0
serverRamUsed Number Current RAM used on server (byte) 0
streamingEngine String Current streaming engine used (value: "Furioos" or "RenderStreaming") "Furioos"
userActive Boolean Define if the user is consider as active by the Furioos player 0
videoBitrate Number Received video bitrate (kbps) 0
videoFramerate Number Received video framerate 0
videoHeight Number Heigh of the received video 0
videoWidth Number Width of the received video 0
videoLatency Number Total video latency (round trip network latency + decoding time) 0

Example

player.on(FS_SDK_EVENTS_NAME.ON_STATS, function(stats) {
  // Implement your own code.
  console.log("Stats received: ", stats);
})
ON_SDK_MESSAGE

Bind a callback that will be called while your application is sending you data. Data can be a String or an Object.

Example

player.on(FS_SDK_EVENTS_NAME.ON_SDK_MESSAGE, function(data) {
  // Implement your own code.
  console.log("The application sent: " + data);
})
ON_CRASH_APP

Bind a callback that will be called when your application crashes.

Example

player.on(FS_SDK_EVENTS_NAME.ON_CRASH_APP, function() {
  // Implement your own code.
  console.log("The application crashed");
})
ON_RESUME_SESSION

Bind a callback that will be called when the player is initialized. It Lets you know if you can restart a session in progress.

data:

Property Type Description Value
canResumeSession Boolean Define if you can resume a session or not

Example

player.on(FS_SDK_EVENTS_NAME.ON_RESUME_SESSION, function(data) {
  // Implement your own code.
  if(data.canResumeSession) {
    player.resumeSession();
  }
  console.log("Can resume sesssion: " + data.canResumeSession);
})

Communicate with your application

Go deeper with your UI by creating your own data interpretation.
Those methods let you send/receive JSON data inbetween your application and the HTML page where you have implemented the JS SDK.

Requirements

.on(FS_SDK_EVENTS_NAME.ON_SDK_MESSAGE, function(data) {})

Bind a callback to receive messages from your application.

Property Type Description DefaultValue Optional
data Object The JSON that you send from your application. null false

Example:

  player.on(FS_SDK_EVENTS_NAME.ON_SDK_MESSAGE, function(data) {
    console.log("Message received from my application: ", data);
  });
sendSDKMessage(data)

Send data to your own application by using the Furioos SDK.

Property Type Description DefaultValue Optional
data Object The data you want to send to your app formated in JSON. null false

Example:

  player.sendSDKMessage({ "test": "test" }); 

Examples of implementation

Debug localy the SDK communication tunnel

The Furioos SDK Unity provides a local debug mode, to facilitate the debugging of sending and receiving messages.

Note: There will be no stream.

This feature opens a direct tunnel inbetween your website and your application running locally.
Only sendSDKMessage and onSDKMessage can be used here to test the communication.

How does it work ?

Webclient Side

To enable debugging mode you have to set the debugAppMode property to true.

import { Player } from 'furioos-sdk';

const options = {
  whiteLabel: true,
  hideToolbar: false,
  hideTitle: true,
  hidePlayButton: false,
  debugAppMode: true, // This enable the local debug mode.
};

const player = new Player("YOUR_SDK_LINK_ID", "containerDivId", options);

When you launch your site in debug mode, the stream is not displayed, the following message will appear on your player.

Unity Side

Nothing to configure. When you start your application(With last version of the Furioos SDK Unity) with the play button in the Unity Editor, the local debug mode is automatically enabled.

Unreal Engine Side

For the moment, it is not possible activate the debug mode. The new version of the Furioos SDK for Unreal is coming soon.

⚠️ Common Errors

  • Failed to execute 'postMessage' on 'DOMWindow': The target origin (http://....) provided does not match the recipient window's origin ('http://...')

    This error means that you do not have the correct website URL set on your SDK link, on Furioos side.
    Your player’s implementation url must match the website URL entered when creating your SDK link on the Furioos side. If you’re working locally, remind that you might need to change the URL on the SDK Link, example: http://localhost:8080.