@signe/room 2.10.0 → 3.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +7 -0
- package/dist/chunk-EUXUH3YW.js +15 -0
- package/dist/chunk-EUXUH3YW.js.map +1 -0
- package/dist/cloudflare/index.d.ts +71 -0
- package/dist/cloudflare/index.js +320 -0
- package/dist/cloudflare/index.js.map +1 -0
- package/dist/index.d.ts +87 -188
- package/dist/index.js +860 -114
- package/dist/index.js.map +1 -1
- package/dist/node/index.d.ts +164 -0
- package/dist/node/index.js +786 -0
- package/dist/node/index.js.map +1 -0
- package/dist/party-dNs-hqkq.d.ts +175 -0
- package/examples/cloudflare/README.md +62 -0
- package/examples/cloudflare/node_modules/.bin/tsc +17 -0
- package/examples/cloudflare/node_modules/.bin/tsserver +17 -0
- package/examples/cloudflare/node_modules/.bin/wrangler +17 -0
- package/examples/cloudflare/node_modules/.bin/wrangler2 +17 -0
- package/examples/cloudflare/package.json +24 -0
- package/examples/cloudflare/public/index.html +443 -0
- package/examples/cloudflare/src/index.ts +28 -0
- package/examples/cloudflare/src/room.ts +44 -0
- package/examples/cloudflare/tsconfig.json +10 -0
- package/examples/cloudflare/wrangler.jsonc +25 -0
- package/examples/node/README.md +57 -0
- package/examples/node/node_modules/.bin/tsc +17 -0
- package/examples/node/node_modules/.bin/tsserver +17 -0
- package/examples/node/node_modules/.bin/tsx +17 -0
- package/examples/node/package.json +23 -0
- package/examples/node/public/index.html +443 -0
- package/examples/node/room.ts +44 -0
- package/examples/node/server.sqlite.ts +52 -0
- package/examples/node/server.ts +51 -0
- package/examples/node/tsconfig.json +10 -0
- package/examples/node-game/README.md +66 -0
- package/examples/node-game/package.json +23 -0
- package/examples/node-game/public/index.html +705 -0
- package/examples/node-game/room.ts +145 -0
- package/examples/node-game/server.sqlite.ts +54 -0
- package/examples/node-game/server.ts +53 -0
- package/examples/node-game/tsconfig.json +10 -0
- package/examples/node-shard/README.md +32 -0
- package/examples/node-shard/dev.ts +39 -0
- package/examples/node-shard/package.json +24 -0
- package/examples/node-shard/public/index.html +777 -0
- package/examples/node-shard/room-server.ts +68 -0
- package/examples/node-shard/room.ts +105 -0
- package/examples/node-shard/shared.ts +6 -0
- package/examples/node-shard/tsconfig.json +14 -0
- package/examples/node-shard/world-server.ts +169 -0
- package/package.json +14 -5
- package/readme.md +418 -4
- package/src/cloudflare/index.ts +474 -0
- package/src/index.ts +2 -2
- package/src/jwt.ts +1 -5
- package/src/mock.ts +29 -7
- package/src/node/index.ts +1112 -0
- package/src/server.ts +781 -60
- package/src/session.guard.ts +6 -2
- package/src/shard.ts +91 -23
- package/src/storage.ts +29 -5
- package/src/testing.ts +4 -3
- package/src/types/party.ts +30 -1
- package/src/world.guard.ts +23 -4
- package/src/world.ts +121 -21
- package/tests/storage-restore.spec.ts +122 -0
- package/examples/game/.vscode/launch.json +0 -11
- package/examples/game/.vscode/settings.json +0 -11
- package/examples/game/README.md +0 -40
- package/examples/game/app/client.tsx +0 -15
- package/examples/game/app/components/Admin.tsx +0 -1089
- package/examples/game/app/components/Room.tsx +0 -162
- package/examples/game/app/styles.css +0 -31
- package/examples/game/package-lock.json +0 -225
- package/examples/game/package.json +0 -20
- package/examples/game/party/game.room.ts +0 -32
- package/examples/game/party/server.ts +0 -10
- package/examples/game/party/shard.ts +0 -5
- package/examples/game/partykit.json +0 -14
- package/examples/game/public/favicon.ico +0 -0
- package/examples/game/public/index.html +0 -27
- package/examples/game/public/normalize.css +0 -351
- package/examples/game/shared/room.schema.ts +0 -14
- package/examples/game/tsconfig.json +0 -109
package/readme.md
CHANGED
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@@ -104,7 +104,10 @@ class GameRoom {
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message: { action: string; value: unknown },
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conn: Party.Connection
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) {
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console.warn("Unhandled action", message.action, message.value,
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+
console.warn("Unhandled action", message.action, message.value, {
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connectionId: conn.id,
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sessionId: conn.sessionId,
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});
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}
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}
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```
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@@ -182,10 +185,57 @@ You can return:
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## Advanced Features
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### User Sessions and Reconnects
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Rooms use the WebSocket `id` query parameter as the private session id
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(`privateId`). Each active WebSocket still receives its own unique
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`conn.id`; the stable session id is available as `conn.sessionId`. The
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corresponding `publicId` is the key used in `@users()` collections. Query
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parameters such as a display name are user data only; they do not identify the
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session.
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Identifier summary:
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| Identifier | Meaning | Stability |
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| --- | --- | --- |
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| `conn.id` | Unique WebSocket connection id | New for every active socket |
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| `conn.sessionId` | Private session id from the WebSocket `id` query parameter | Stable across reconnects and shared by tabs using the same `id` |
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| `publicId` | User id stored in `@users()` collections | Stable for the restored session |
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Use `conn.id` when you need to address or exclude one physical WebSocket, for
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example `room.broadcast(message, [conn.id])`. Use `conn.sessionId` when you
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need to read, restore, transfer, or log the private user session.
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Pass a stable `id` when connecting if a browser refresh or reconnect should
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restore the same user. If `id` is omitted, each connection creates a new
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session and therefore a new user entry. To implement logout, remove or rotate
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the stored id before reconnecting.
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Multiple active WebSockets can use the same session id. They share the same
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`publicId`, receive broadcasts independently, and the user is marked offline
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only after the last connection for that session closes.
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```ts
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import { connectionRoom } from "@signe/sync/client";
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const sessionId =
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localStorage.getItem("room-session-id") ?? crypto.randomUUID();
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localStorage.setItem("room-session-id", sessionId);
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await connectionRoom({
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host: window.location.origin,
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room: "your-room-name",
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party: "main",
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id: sessionId,
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}, roomInstance);
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```
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### Session Transfer
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You can transfer a user's session from one room to another using `$sessionTransfer`.
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This
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This is an advanced use of the same session mechanism and preserves the same
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private session id (`privateId`) across rooms.
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Server-side (inside a room or action):
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@@ -249,6 +299,47 @@ const hydrated = { ...snapshot, items };
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load(user, hydrated, true);
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```
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### Storage Restore Hydration
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Room storage is loaded automatically when a room starts. If persisted snapshots
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contain complex values that must become runtime instances again, implement
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`onStorageRestore` or `onUserStorageRestore` on the room.
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Use `onStorageRestore` to transform the full room snapshot before it is loaded:
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```ts
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class GameRoom {
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async onStorageRestore({ snapshot, room, legacy }) {
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return {
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...snapshot,
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status: snapshot.status ?? "waiting",
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};
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}
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}
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```
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Use `onUserStorageRestore` to transform each persisted entry in the room's
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`@users()` collection. The hook receives a fresh user helper instance so you can
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reuse instance methods to hydrate nested data before the snapshot is loaded.
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```ts
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class GameRoom {
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@users(Player) players = signal({});
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async onUserStorageRestore({ userSnapshot, user, publicId }) {
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return {
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...userSnapshot,
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items: await user.resolveItems(userSnapshot.items),
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skills: await user.resolveSkills(userSnapshot.skills),
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};
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}
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}
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```
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Returning `undefined` keeps the original snapshot unchanged. The `legacy` flag is
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`true` only when loading data from the pre-`state:` storage layout during
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automatic migration.
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### Room Configuration
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The `@Room` decorator accepts various configuration options:
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@@ -435,6 +526,8 @@ class GameRoom {
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The World Service provides optimal room and shard assignment for distributed applications. It handles load balancing and allows clients to connect to the most appropriate server.
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Use this setup when one logical room may need to accept clients through one or more shard parties. A `WorldRoom` keeps the room and shard registry, while each `Shard` proxies client WebSocket and HTTP traffic to the main room server.
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#### Environment Variables
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To use the Signe room system, you need to configure two essential environment variables:
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@@ -447,7 +540,7 @@ AUTH_JWT_SECRET=a-string-secret-at-least-256-bits-long
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SHARD_SECRET=your_shard_secret
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```
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These secrets should be strong, unique values and kept secure.
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These secrets should be strong, unique values and kept secure. `SHARD_SECRET` is used for shard-to-world stats updates and shard-to-main-server traffic. A request or WebSocket connection that claims to come from a shard must include this secret.
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#### Server Configuration
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@@ -474,6 +567,34 @@ import { Shard } from '@signe/room';
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export default class ShardServer extends Shard {}
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```
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By default, a shard belongs to `world-default`. For a multi-world deployment, the shard can resolve its world from the shard id generated by `WorldRoom`, from constructor options, or from environment variables:
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```ts
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import { Shard, type Party } from '@signe/room';
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export default class EuShardServer extends Shard {
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constructor(room: Party.Room) {
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super(room, {
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worldId: 'world-eu'
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});
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}
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}
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```
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If you let `WorldRoom` create shard metadata, shard ids use this format:
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```txt
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{roomId}:{worldId}:{uniqueShardId}
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```
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For example:
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```txt
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match-123:world-eu:1710000000000-4821
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```
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The `Shard` class can read `world-eu` from that id and report stats back to the matching world.
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3. Configure your `partykit.json` file:
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```json
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@@ -489,6 +610,85 @@ export default class ShardServer extends Shard {}
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}
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```
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#### Multi-World Setup
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`WorldRoom` uses the dynamic path `world-{worldId}`. This means these are separate world instances:
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```txt
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/parties/world/world-default
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/parties/world/world-eu
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/parties/world/world-us
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```
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Each world owns its own room registry, shard registry, load-balancing counters, shard heartbeats, and inactive shard cleanup. A shard should report to exactly one world.
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When a client connects through a specific world, pass the same `worldId` to `connectionWorld()`:
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```js
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const euConnection = await connectionWorld({
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host: 'https://your-app-url.com',
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room: 'match-123',
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worldId: 'world-eu',
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autoCreate: true
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}, room);
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```
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For an admin connection to a world room, use the world id as the room id:
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```js
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const worldConnection = await connectionRoom({
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host: window.location.origin,
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room: 'world-eu',
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party: 'world',
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query: {
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'world-auth-token': 'your-jwt-token'
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}
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}, worldRoom);
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```
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#### World Admin Authorization
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World management endpoints and world-room WebSocket connections require a JWT signed with `AUTH_JWT_SECRET`. The token must include a `worlds` claim listing the world ids that the operator can access:
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```json
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{
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"sub": "operator-1",
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"worlds": ["world-default", "world-eu"]
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}
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```
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659
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+
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Use `["*"]` for a global operator:
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```json
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{
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"sub": "admin",
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"worlds": ["*"]
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}
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```
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Tokens without a `worlds` claim, or without the current world id in that claim, are rejected even when the JWT signature is valid. Admin clients can pass the token either with an `Authorization: Bearer <token>` header or with the `world-auth-token` query parameter:
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```js
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await fetch('/parties/world/world-eu/register-room', {
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method: 'POST',
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headers: {
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Authorization: `Bearer ${token}`,
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'Content-Type': 'application/json'
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},
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body: JSON.stringify({
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name: 'match-123',
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balancingStrategy: 'round-robin',
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public: true,
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maxPlayersPerShard: 50
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})
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});
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```
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The same `worldId` must be used consistently by:
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- the client request to `connectionWorld()`;
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- the `WorldRoom` party id;
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- the shard metadata/id or shard constructor option.
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#### Client Connection
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On the client side, use the `connectionWorld` function to connect to your room through the World service:
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@@ -503,7 +703,7 @@ const room = new YourRoomSchema();
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const connection = await connectionWorld({
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host: 'https://your-app-url.com', // Your application URL
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room: 'unique-room-id', // Room identifier
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-
worldId: '
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worldId: 'world-eu', // Optional, defaults to 'world-default'
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autoCreate: true, // Auto-create room if it doesn't exist
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retryCount: 3, // Number of connection attempts
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retryDelay: 1000 // Delay between retries in ms
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@@ -528,11 +728,14 @@ import { connectionRoom } from '@signe/sync/client';
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528
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729
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// Initialize your room instance
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530
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const room = new YourRoomSchema();
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731
|
+
const sessionId = localStorage.getItem('room-session-id') ?? crypto.randomUUID();
|
|
732
|
+
localStorage.setItem('room-session-id', sessionId);
|
|
531
733
|
|
|
532
734
|
// Connect directly to a room
|
|
533
735
|
const connection = await connectionRoom({
|
|
534
736
|
host: window.location.origin,
|
|
535
737
|
room: 'your-room-name',
|
|
738
|
+
id: sessionId,
|
|
536
739
|
party: 'your-party-name', // Optional, defaults to main party
|
|
537
740
|
query: {} // Optional query parameters
|
|
538
741
|
}, room);
|
|
@@ -560,6 +763,32 @@ This approach offers several benefits:
|
|
|
560
763
|
- Built-in retry logic for reliability
|
|
561
764
|
- Room creation on demand
|
|
562
765
|
|
|
766
|
+
#### Shard Lifecycle Notes
|
|
767
|
+
|
|
768
|
+
World tracks each shard with:
|
|
769
|
+
- `roomId`: the logical room served by the shard;
|
|
770
|
+
- `worldId`: the world that owns the shard;
|
|
771
|
+
- `url`: the shard connection target returned to clients;
|
|
772
|
+
- `currentConnections`: the latest reported connection count;
|
|
773
|
+
- `maxConnections`: the configured shard capacity;
|
|
774
|
+
- `status`: `active`, `maintenance`, or `draining`;
|
|
775
|
+
- `lastHeartbeat`: the latest stats update timestamp.
|
|
776
|
+
|
|
777
|
+
The built-in balancing strategies only consider active shards with available capacity (`currentConnections < maxConnections`):
|
|
778
|
+
- `round-robin`: rotates through available shards;
|
|
779
|
+
- `least-connections`: picks the available shard with the lowest reported connection count;
|
|
780
|
+
- `random`: picks a random available shard.
|
|
781
|
+
|
|
782
|
+
If every active shard is full and `autoCreate` is enabled, the world creates another shard when the room has not reached `maxShards`. If no capacity is available and the room cannot create another shard, `/connect` returns a capacity error.
|
|
783
|
+
|
|
784
|
+
Shard stats are updated when connections change and through periodic forced heartbeats. Inactive shards are removed after the world cleanup timeout.
|
|
785
|
+
|
|
786
|
+
When a shard is marked `draining`, the world stops assigning new clients to it. Existing WebSocket clients remain connected to that shard. Once the shard reports `currentConnections: 0`, the world removes it from the shard registry automatically. Scaling down uses the same flow: empty candidate shards are removed immediately, while occupied candidate shards are marked `draining` and removed later when they become empty.
|
|
787
|
+
|
|
788
|
+
Current limitations:
|
|
789
|
+
- Draining does not migrate connected clients; it waits for them to disconnect naturally.
|
|
790
|
+
- The world registry is held in room state; use deployment-specific persistence if your topology requires an external global registry.
|
|
791
|
+
|
|
563
792
|
### Packet Interception
|
|
564
793
|
|
|
565
794
|
You can implement the `interceptorPacket` method in your room to inspect and modify packets before they're sent to users:
|
|
@@ -641,6 +870,191 @@ connection.close();
|
|
|
641
870
|
|
|
642
871
|
> https://docs.partykit.io/reference/partyserver-api/#partyconnection
|
|
643
872
|
|
|
873
|
+
## Node.js adapter
|
|
874
|
+
|
|
875
|
+
`@signe/room/node` runs a room server in a standard single-process Node.js
|
|
876
|
+
application. It is useful for local development, self-hosting, Express/Fastify
|
|
877
|
+
style integrations, Vite dev servers, and tests that do not need PartyKit.
|
|
878
|
+
|
|
879
|
+
```ts
|
|
880
|
+
import { createServer } from "node:http";
|
|
881
|
+
import { WebSocketServer } from "ws";
|
|
882
|
+
import { Action, Request, Room, Server } from "@signe/room";
|
|
883
|
+
import { createMemoryNodeRoomStorage, createNodeRoomTransport } from "@signe/room/node";
|
|
884
|
+
import { signal } from "@signe/reactive";
|
|
885
|
+
import { sync } from "@signe/sync";
|
|
886
|
+
|
|
887
|
+
@Room({ path: "demo" })
|
|
888
|
+
class CounterRoom {
|
|
889
|
+
@sync() count = signal(0);
|
|
890
|
+
|
|
891
|
+
@Action("increment")
|
|
892
|
+
increment(_user: unknown, value: { amount?: number }) {
|
|
893
|
+
this.count.update((count) => count + (value.amount ?? 1));
|
|
894
|
+
}
|
|
895
|
+
|
|
896
|
+
@Request({ path: "/count" })
|
|
897
|
+
getCount() {
|
|
898
|
+
return { count: this.count() };
|
|
899
|
+
}
|
|
900
|
+
}
|
|
901
|
+
|
|
902
|
+
class CounterServer extends Server {
|
|
903
|
+
rooms = [CounterRoom];
|
|
904
|
+
}
|
|
905
|
+
|
|
906
|
+
const storage = createMemoryNodeRoomStorage();
|
|
907
|
+
|
|
908
|
+
const transport = createNodeRoomTransport(CounterServer, {
|
|
909
|
+
partiesPath: "/parties/main",
|
|
910
|
+
storage,
|
|
911
|
+
});
|
|
912
|
+
|
|
913
|
+
const server = createServer((req, res) => {
|
|
914
|
+
void transport.handleNodeRequest(req, res);
|
|
915
|
+
});
|
|
916
|
+
|
|
917
|
+
const wsServer = new WebSocketServer({ noServer: true });
|
|
918
|
+
|
|
919
|
+
server.on("upgrade", (request, socket, head) => {
|
|
920
|
+
transport.handleUpgrade(wsServer, request, socket, head);
|
|
921
|
+
});
|
|
922
|
+
|
|
923
|
+
server.listen(3000);
|
|
924
|
+
```
|
|
925
|
+
|
|
926
|
+
HTTP requests use the same PartyKit-style room path:
|
|
927
|
+
|
|
928
|
+
```bash
|
|
929
|
+
curl http://localhost:3000/parties/main/demo/count
|
|
930
|
+
```
|
|
931
|
+
|
|
932
|
+
WebSocket clients connect to the room URL and send normal action packets:
|
|
933
|
+
|
|
934
|
+
```js
|
|
935
|
+
const socket = new WebSocket("ws://localhost:3000/parties/main/demo");
|
|
936
|
+
|
|
937
|
+
socket.send(JSON.stringify({
|
|
938
|
+
action: "increment",
|
|
939
|
+
value: { amount: 1 }
|
|
940
|
+
}));
|
|
941
|
+
```
|
|
942
|
+
|
|
943
|
+
For middleware frameworks, pass a `next` callback. Requests that do not match
|
|
944
|
+
the configured parties path are delegated to `next`.
|
|
945
|
+
|
|
946
|
+
```ts
|
|
947
|
+
app.use((req, res, next) => {
|
|
948
|
+
void transport.handleNodeRequest(req, res, next);
|
|
949
|
+
});
|
|
950
|
+
```
|
|
951
|
+
|
|
952
|
+
Room-to-room requests are available through `room.context.parties`:
|
|
953
|
+
|
|
954
|
+
```ts
|
|
955
|
+
const response = await this.room.context.parties.main
|
|
956
|
+
.get("other-room")
|
|
957
|
+
.fetch("/count");
|
|
958
|
+
```
|
|
959
|
+
|
|
960
|
+
The Node adapter stores room state in memory by default. The package also
|
|
961
|
+
provides explicit memory and SQLite storage providers.
|
|
962
|
+
|
|
963
|
+
Use `createMemoryNodeRoomStorage()` when you want to keep a reference to the
|
|
964
|
+
memory backend, inspect it, clear it, or save a snapshot for a later process
|
|
965
|
+
restart.
|
|
966
|
+
|
|
967
|
+
```ts
|
|
968
|
+
const storage = createMemoryNodeRoomStorage();
|
|
969
|
+
|
|
970
|
+
const transport = createNodeRoomTransport(CounterServer, {
|
|
971
|
+
storage,
|
|
972
|
+
});
|
|
973
|
+
|
|
974
|
+
const snapshot = storage.snapshot();
|
|
975
|
+
const restoredStorage = createMemoryNodeRoomStorage({ snapshot });
|
|
976
|
+
```
|
|
977
|
+
|
|
978
|
+
Use `createSqliteNodeRoomStorage()` when you want room storage persisted in a
|
|
979
|
+
SQLite database. This helper uses Node's built-in `node:sqlite` module.
|
|
980
|
+
|
|
981
|
+
```ts
|
|
982
|
+
import {
|
|
983
|
+
createNodeRoomTransport,
|
|
984
|
+
createSqliteNodeRoomStorage,
|
|
985
|
+
} from "@signe/room/node";
|
|
986
|
+
|
|
987
|
+
const transport = createNodeRoomTransport(CounterServer, {
|
|
988
|
+
storage: createSqliteNodeRoomStorage({
|
|
989
|
+
databasePath: "./rooms.sqlite",
|
|
990
|
+
}),
|
|
991
|
+
});
|
|
992
|
+
```
|
|
993
|
+
|
|
994
|
+
The SQLite helper enables `PRAGMA busy_timeout = 5000` and `PRAGMA journal_mode
|
|
995
|
+
= WAL` by default to make development servers more tolerant of short-lived
|
|
996
|
+
write contention. You can override those defaults with `busyTimeoutMs`,
|
|
997
|
+
`journalMode`, and `busyRetries`.
|
|
998
|
+
|
|
999
|
+
Room state is stored as incremental `state:` entries. When a persisted delete is
|
|
1000
|
+
encountered, the server compacts the room state by materializing the current
|
|
1001
|
+
snapshot and removing durable delete markers. This keeps long-running SQLite
|
|
1002
|
+
storage from accumulating `"$delete"` tombstones after objects or users are
|
|
1003
|
+
removed.
|
|
1004
|
+
|
|
1005
|
+
To create your own storage backend, implement the key-value methods used by
|
|
1006
|
+
`@signe/room`: `get`, `put`, `delete`, and `list`, then return it from a storage
|
|
1007
|
+
provider.
|
|
1008
|
+
|
|
1009
|
+
```ts
|
|
1010
|
+
import type { NodeRoomStorage, NodeRoomStorageProvider } from "@signe/room/node";
|
|
1011
|
+
|
|
1012
|
+
class MyStorage implements NodeRoomStorage {
|
|
1013
|
+
async get<T = unknown>(key: string): Promise<T | undefined> {
|
|
1014
|
+
// Read from your database
|
|
1015
|
+
}
|
|
1016
|
+
|
|
1017
|
+
async put<T = unknown>(key: string, value: T): Promise<void> {
|
|
1018
|
+
// Write to your database
|
|
1019
|
+
}
|
|
1020
|
+
|
|
1021
|
+
async delete(key: string): Promise<void | boolean> {
|
|
1022
|
+
// Delete from your database
|
|
1023
|
+
}
|
|
1024
|
+
|
|
1025
|
+
async list<T = unknown>(): Promise<Map<string, T>> {
|
|
1026
|
+
// Return all key/value entries for the room
|
|
1027
|
+
}
|
|
1028
|
+
}
|
|
1029
|
+
|
|
1030
|
+
const storage: NodeRoomStorageProvider = {
|
|
1031
|
+
getStorage(namespace, roomId) {
|
|
1032
|
+
return new MyStorage(namespace, roomId);
|
|
1033
|
+
},
|
|
1034
|
+
};
|
|
1035
|
+
|
|
1036
|
+
const transport = createNodeRoomTransport(CounterServer, {
|
|
1037
|
+
storage,
|
|
1038
|
+
});
|
|
1039
|
+
```
|
|
1040
|
+
|
|
1041
|
+
To create your own Node transport integration, use the low-level methods exposed
|
|
1042
|
+
by `createNodeRoomTransport()`:
|
|
1043
|
+
|
|
1044
|
+
- `transport.fetch(requestOrPath, init?)` for runtimes using Web
|
|
1045
|
+
`Request`/`Response`;
|
|
1046
|
+
- `transport.handleNodeRequest(req, res, next?)` for Node HTTP middleware;
|
|
1047
|
+
- `transport.handleUpgrade(wsServer, request, socket, head)` for `ws`
|
|
1048
|
+
WebSocket upgrades;
|
|
1049
|
+
- `transport.acceptWebSocket(webSocket, request)` when your framework already
|
|
1050
|
+
accepted the WebSocket and you only need to attach it to a room.
|
|
1051
|
+
|
|
1052
|
+
The first Node adapter version targets single-process Node.js only; clustering,
|
|
1053
|
+
multi-process coordination, Cloudflare Durable Objects, Bun WebSocket, and
|
|
1054
|
+
uWebSockets.js support are outside this adapter.
|
|
1055
|
+
|
|
1056
|
+
See `packages/room/examples/node` for a runnable HTTP + WebSocket example.
|
|
1057
|
+
|
|
644
1058
|
## Testing
|
|
645
1059
|
|
|
646
1060
|
```ts
|