使用 WebRTC 和 Node.js 通过 UDP 进行实时客户端/服务器通信 http://geckos.io
Version 3 of geckos.io is based on [email protected] and only supports ESM and Node.js >=16. There are no other breaking changes.
Version 2 has huge performance improvements. I switched from wrtc to node-datachannel, which is much lighter and faster compared to wrtc.
Geckos.io is now shipped as ECMAScript modules and will only support Node.js ^14.15 and >=16.
npm i @geckos.io/client @geckos.io/server
Want to know more? Join the discussions!
People who have never build a multiplayer game, should probably use a library like socket.io instead, since there are way more examples/tutorial available.
Socket.io and geckos.io use a similar API. The switch from socket.io to geckos.io should be easy.
People who have no experiences setting up their own servers with UDP port forwarding, should probably look for a simple solution like websocket, although it is slower.
It's designed specifically for your HTML5 real-time multiplayer games by lowering the average latency and preventing huge latency spikes. It allows you to communicate with your node.js server via UDP, which is much faster than TCP (used by WebSocket). Take a look at the comparison video between UDP and TCP. https://youtu.be/ZEEBsq3eQmg
First things first, install it via npm:
npm install @geckos.io/client @geckos.io/server
And now, read the Documentation.
Btw, make sure you also check out enable3d.io.
When true (default), the first available port in the port range will be used for all connections, instead of assigning a new port for each connection.
Thanks to @arthuro555 and @paullouisageneau.
// server.js
const io = geckos({
multiplex: true // default
})
You can now pass a more complex url to the client when you set port to null. This is useful if, for example, you use the geckos.io server behind a proxy.
…
Allows you to set a custom port range for the WebRTC connection.
// server.js
const io = geckos({
portRange: {
min: 10000,
max: 20000
}
})
You now have access to the connections manager.
// get any channel by its ID via the connectionsManager
const connection = io.connectionsManager.getConnection(channel.id)
if (connection) {
// here, you could emit a message ...
connection.channel.emit('chat message', 'You have been kicked for cheating!')
// ... or close the channel
connection.channel.close()
}
Finally you can send rawMessages from the io scope.
server
// emit a raw message to all channels
io.raw.emit(rawMessage)
// emit a raw message to a specific room
io.raw.room('roomId').emit(rawMessage)
The client is now able to send a authorization header with the connection request. If the authorization fails, the server will respond with 401 (unauthorized).
Whatever you add to the option authorization (must be a string) will be sent as a Authorization request header. You could, for example, send Basic base64-encoded credentials, Bearer tokens or a simple string, as in the example below.
Read more about HTTP authentication here: https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Authorization.
const username = 'Yannick'
const password = '12E45'
const auth = `${username} ${password}` // 'Yannick 12E45'
const channel = geckos({ authorization: auth })
channel.onConnect(error => {
if (error) {
console.error('Status: ', error.status)
console.error('StatusText: ', error.statusText)
}
console.log(channel.userData) // { username: 'Yannick', level: 13, points: 8987 }
})
…
By default the RTCDataChannel queues data if it can't be send directly. This is very bad for multiplayer games, since we do not want to render old state. In version 1.5.0, the option autoManageBuffering was added. It is set to true by default. If autoManageBuffering is on, Geckos.io will prefer to drop messages instead of adding them to the send queue. (Messages with the option { reliable: true }, will still be added to the queue)
If you send 30Kbytes @60fps and the client only has a 10Mbit connection, he can never receive all messages. So it is necessary to drop some of them, which will be done automatically with autoManageBuffering.
Another good solution to this problem would be to decrease the send rate for that specific client. Use the new channel.onDrop(drop => {}) method to track dropped messages. If, for example, you notice that 20% of the messages for a specific client are dropped, decrease the send rate.
import geckos from '@geckos.io/client'
// or add a minified version to your index.html file
// https://github.com/geckosio/geckos.io/tree/master/bundles
const channel = geckos({ port: 3000 }) // default port is 9208
channel.onConnect(error => {
if (error) {
console.error(error.message)
return
}
channel.on('chat message', data => {
console.log(`You got the message ${data}`)
})
channel.emit('chat message', 'a short message sent to the server')
})
import geckos from '@geckos.io/server'
const io = geckos()
io.listen(3000) // default port is 9208
io.onConnection(channel => {
channel.onDisconnect(() => {
console.log(`${channel.id} got disconnected`)
})
channel.on('chat message', data => {
console.log(`got ${data} from "chat message"`)
// emit the "chat message" data to all channels in the same room
io.room(channel.roomId).emit('chat message', data)
})
})
http://localhost:PORT/? Try http://127.0.0.1:PORT/ instead.brew --prefix openssl
export OPENSSL_ROOT_DIR=/usr/local/opt/[email protected]
export OPENSSL_CRYPTO_LIBRARY=/usr/local/opt/[email protected]/lib
export OPENSSL_INCLUDE_DIR=/usr/local/opt/[email protected]/include
Replace /usr/local/opt/[email protected] with the path you got from the second step. Then, save the file and restart your terminal for the changes to take effect.
echo $OPENSSL_ROOT_DIR
echo $OPENSSL_CRYPTO_LIBRARY
echo $OPENSSL_INCLUDE_DIR
Here a list of available methods.
…
…
Note: The following event names are reserved:
sendOverDataChannelreceiveFromDataChanneldisconnecteddisconnectconnectionconnecterrordataChannelIsOpensendToRoomsendToAllforwardMessagebroadcastMessagerawMessagedroppedYou can send and receive USVString, ArrayBuffer and ArrayBufferView using rawMessages.
client
// emit a raw message to the server
channel.raw.emit(rawMessage)
server
// emit a raw message to all channels
io.raw.emit(rawMessage)
// emit a raw message to a specific room
io.raw.room('roomId').emit(rawMessage)
// emit a raw message to the channel
channel.raw.emit(rawMessage)
// emit a raw message to all users in the same room
channel.raw.room.emit(rawMessage)
// broadcast a raw message
channel.raw.broadcast.emit(rawMessage)
// listen for a raw message
channel.onRaw(rawMessage => {})
All emit function can send reliable message if needed. This is NOT meant to be used as the default. Just use it to send important messages back and forth.
It works by simply transferring multiple messages after each other. The receiver will simply reject a message if it has already been processed.
channel.emit(
'end of game',
{
points: 147,
time: 650,
achievements: ['crucial_hit', 'golden_trophy']
},
{
// Set the reliable option
// Default: false
reliable: true,
// The interval between each message in ms (optional)
// Default: 150
interval: 150,
// How many times the message should be sent (optional)
// Default: 10
runs: 10
}
)
import geckos from '@geckos.io/server'
const io = geckos()
io.onConnection( channel => { ... })
io.listen(3000) // default port is 9208
import geckos from '@geckos.io/server'
import http from 'http'
const server = http.createServer()
const io = geckos()
io.addServer(server)
io.onConnection( channel => { ... })
// make sure the client uses the same port
// @geckos.io/client uses the port 9208 by default
server.listen(3000)
import geckos from '@geckos.io/server'
import http from 'http'
import express from 'express'
const app = express()
const server = http.createServer(app)
const io = geckos()
io.addServer(server)
io.onConnection( channel => { ... })
// make sure the client uses the same port
// @geckos.io/client uses the port 9208 by default
server.listen(3000)
You have to make sure you deploy it to a server which forwards all traffic on ports 9208/tcp (or another port you define) and 1025-65535/udp to your application.
Port 9208/tcp (or another port you define) is used for the peer signaling. The peer connection itself will be on a random port between 1025-65535/udp.
Geckos.io provides a default list of ICE servers for testing. In production, you should probably use your own STUN and TURN servers.
import geckos, { iceServers } from '@geckos.io/server'
// use an empty array if you are developing locally
// use the default iceServers if you are testing it on your server
const io = geckos({ iceServers: null, TESTING_LOCALLY ? [] : iceServers })
Watch a useful video about ICE Servers on YouTube.
Geckos.io is written in TypeScript. If you import geckos.io with the import statement, the types will be imported as well.
// client.js
import geckos, { Data } from '@geckos.io/client'
const channel = geckos({ url: 'YOUR_SERVER_URL' })
channel.onConnect(() => {
channel.on('chat message', (data: Data) => {
// ...
})
})
// server.js
i
Datachannel connection failing when server running in docker
.on() doesnt register multiple listeners
Separate (underlying) datachannels for unreliable and reliable messages
Instantiating a geckos client within a web worker throws a ReferenceError