shared-state-server

A library for synchronizing states between a server and multiple clients using WebRTC and WebSockets


Keywords
shared, synchronized, shared state, synchronized state, state, webrtc, websockets, server, game
License
MIT
Install
npm install shared-state-server@0.2.5

Documentation

Shared State

Synchronized state between server and multiple clients using WebRTC and WebSockets.

A shared state is the root of all evils in software development. However sometimes you just don't want to think about the how, you just want a piece of JSON to be available on multiple clients and a server. Hence this library!

This library aims to implement the Star patter for state management:

o  o  o
 \ | /
o- * -o
 / | \
o  o  o Yay for Ascii Art!

The server (*) is in charge of changing the state and is the only one with access to the update() function.

import { update } from 'shared-state-server'
update<SomeState>({ new: 'state' })

The clients get the latest state on every change. Clients cannot change the state directly but they can communicate directly with the server via the send() and on() functions. Most commonly a client can ask the server to perform updates.

// client
import { send } from 'shared-state-client'
send('please-change-the-state', 'some value')

// server
import { on, update } from 'shared-state-server'
on('please-change-the-state', value => update({ value }))

The clients can attach to a couple of predefined events. Most importantly ACTIONS.INIT will provide a uuid that identifies the client and ACTIONS.STATE_UPDATE will notify when the state has changed. The actual changes are managed automatically.

import { ACTIONS, state } from 'shared-state-client'
on(ACTIONS.INIT, (id: string) => myId = id)
on(ACTIONS.STATE_UPDATE, () => console.log(state()))

This is library requires both a client library and a server library. Both available respectively here:

https://www.npmjs.com/package/shared-state-server

https://www.npmjs.com/package/shared-state-client

Server usage

npm i --save shared-state-server
// index.mjs
import { createServer } from 'http'
import { start, update, on } from 'shared-state-server'

const server = createServer((req, res) => {})

const initialState = { someValue: 0 }

function changeState(value) {
  update({ someValue: value })
}

function setupClient(id) {
  on(id, 'input', changeState)
}

start(server, initialState, setupClient)

server.listen(3000, () => {
  console.log('a server with shared state is running at 3000')
})
node index.mjs

Client usage

A Simple example. For a more thorough example see the typescript-example folder.

npm i --save shared-state-client socket.io-client
npm i --save-dev http-server
// main.mjs
import {
  connect, send, on, ACTIONS, state
} from 'node_modules/shared-state-client/dist/bundle.min.mjs'

connect('http://localhost:3000')

let myId
on(ACTIONS.INIT, (id) => myId = id)
on(ACTIONS.STATE_UPDATE, showState)

function showState() {
  document.body.innerText = state().someValue
}

document.body.addEventListener('keyup', () => {
  send('input', Math.random())
})
// index.html
<script src="/node_modules/socket.io-client/dist/socket.io.js"></script>
<script type="module" src="main.mjs"></script>
./node_modules/.bin/http-server .
open localhost:8080

Dependencies

The shared-state-client depends on socket.io-client library to be available in the global namespace. as the io object. Unfortunately it's a large library so it's best be left outside the library bundle file.

See: https://socket.io/docs/client-api/

API

Shared State Server

Setup

start(httpServerOrPort, initialState, onConnect, config)

Initializes the SharedState server. This will open websocket and webrtc communication in the defined httpServer or portnumber.

  • httpServerOrPort: Server|number: An instance of http(s).Server or a port number. The Server will be bound to provide a websocket interface for establishing the connections. This will be directly passed to Socket.io.

  • initialState: {}: An object that contains the values for the initial state.

  • onConnect: (id: string) => any: when a new client connects, this callback will be called with the uuid of the new client.

  • config: Config: Configuration of the system.

    • iceServers: { urls: string|string[], username?: string, credential?: string }[] = [] : WebRTC communication relies on ICE Servers that allow the communication to be established across NAT and difficult networks. ICE servers are a combination of STUN servers and TURN servers.

      • STUN servers allow WebRTC to get real ips in networks that utilize NATs (most do). e.g. with stun:localhost

      • TURN servers will provide a proxy for clients that cannot establish WebRTC connections directly. e.g. with turn:localhost

      For more information, see https://webrtc.org/getting-started/turn-server

      If your not doing just localhost, you will definitely need STUN and TURN Servers.

      Your best bet of getting them is pay for it (e.g. https://twilio.com) or host an open source server. (e.g. https://github.com/coturn/coturn).

    • peerTimeout: number = 10000 : Timeout in milliseconds for closing a peer when a client attempts to connect but cannot finalize the communication setup phase.

    • debugLog: boolean = false : Whether to log all the things to console.log.

    • fastButUnreliable: boolean = true : Whether to prefer fast but unreliable communication (unordered UDP) or slow but reliable (ordered TCP with 150ms message timeout). Please use the same value for client and the server.

    • path: string = /shared-state : A path component to which the socket interface attaches to.

  start('3000', {some: 'value'}, id => console.log(id), {
    iceServers: [
      { "urls": "stun:global.stun.twilio.com:3478?transport=udp" },
      { "urls": "turn:global.turn.twilio.com:3478?transport=udp", "username": "foo", "credential": "bar" }
    ]
  })
  • stop()

    Stop any active SharedState instances

Client-Server Communication

  • send(id: string, action: string, ...attrs: any)

    Send a message to the defined client.

  • broadcast(action: string, ...attrs: any)

    Send a message to all clients.

  • broadcastToOthers(notThisId: string, action: string, ...attrs: any)

    Send a message to all clients except the defined id.

  • clients(): string[]

    Get a list of connected client ids

  • statistics(): { [id]: { lag: number }}

    Get usage statistics of the system.

State management

  • state<T>(): T

    Get the current state. You can use the TypeDefinition to make the return type be typed.

  • update<T>(state: <T>)

    Update the state and broadcast to all known clients. update() expects the whole state object to be always passed to it. Any differences with the previous state are automagically calculated and the diffs are sent to all the clients.

    interface GameState { someValue: string }
    const current = state<GameState>()
    current.someValue = 'new-value'
    update<GameState>(current)

Events

  • on(id: string, action: string, fn: Function)

    Register a function that will be called when the the defined action is triggered from the client with the id.

    // server
    on('some-client-id', 'say-hello', msg => console.log(msg))
    
    // client with some-client-id
    send('say-hello', 'wassup?')
  • off(id: string, action?: string, fn?: Function)

    De-register a function or all functions for the id and action. If the action is omitted, de-registers everything for the id.

  • enum ACTIONS Predefined actions that the system uses for basic setup

    • OPEN Triggered when a new client is happily connected.
    • CLOSE Triggered when a new client is happily connected.
    • ERROR Triggered with any error from the system
    • PING An action sent by the clients for gathering lag statistics
    • STATE_INIT (internal) An initial action for sending the initial state to the clients
    • STATE_UPDATE An action that is used to send state updates to the clients
    • CLIENT_UPDATE (internal) An action that is used to send client status updates to the clients

Shared State Client

Setup

  • connect(url: string, config: Partial<Config>): () => void

    Initialize the connection with the server. This will establish a WebSocket and WebRTC communication with the Shared-State-Server. The return value is a function that will disconnect any connection when called.

  • interface Config

    • iceServers: { urls: string|string[], username?: string, credential?: string }[] = [] : See iceServers for shared-state-server configuration. You might want to have both client and server have the same configuration.

    • lagInterval: number = 3000 : An interval in milliseconds for performing lagChecks. The result of the lagchecks are available from the statistics() function.

    • debugLog: boolean = false : Whether to log all the things to console.log.

    • fastButUnreliable: boolean = true : Whether to prefer fast but unreliable communication (unordered UDP) or slow but reliable (ordered TCP with 150ms message timeout). Please use the same value for client and the server.

    • path: string = /shared-state : A path component at which the shared state server is listening.

      const disconnect = connect('localhost:3000', {
        iceServers: [
          { "urls": "stun:global.stun.twilio.com:3478?transport=udp" },
          { "urls": "turn:global.turn.twilio.com:3478?transport=udp", "username": "foo", "credential": "bar" }
        ]
      })

Client-Server Communication

  • send(action: string, ...attrs: any[]): Send a message to the server.

    send('say-hello', 'honey!', 'i do be home!')

Events

(because all libraries need events)

  • on(action: string, fn: Function)

    Register a function that will be called when the the defined action is triggered from the server by using the send function.

  • off(action?: string, fn?: Function)

    UnRegister a function or all functions for the action.

  • enum ACTIONS Predefined actions that the system uses for basic setup

    • INIT An action that is used to get the ID from the server.
    • OPEN Triggered when the connection is happily established.
    • CLOSE Triggered when the connection is closed.
    • ERROR Triggered with any error from the system
    • PING (internal) An action sent by the clients for gathering lag statistics
    • STATE_INIT (internal) An initial action for getting the initial from the server
    • STATE_UPDATE An action that is used to get state updates from the server. The state changes are managed automatigally
    • CLIENT_UPDATE (internal) An action that is used to get client status updates from the server

State Management

  • state<T>(): T: Get the current state. You can use the type definition T to make the return value be typed.
    interface GameState { someValue: string }
    const {someValue} = state<GameState>()
    console.log(someValue)

Examples

A simple typescript setup: https://github.com/tunylund/shared-state/tree/master/typescript-example

An online multiplayer game: https://github.com/tunylund/atomicwedgie