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    <title>DEV Community: Ryan Baxley</title>
    <description>The latest articles on DEV Community by Ryan Baxley (@rynobax_7).</description>
    <link>https://dev.to/rynobax_7</link>
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      <title>DEV Community: Ryan Baxley</title>
      <link>https://dev.to/rynobax_7</link>
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    <language>en</language>
    <item>
      <title>Using Plotly to draw charts in React Native</title>
      <dc:creator>Ryan Baxley</dc:creator>
      <pubDate>Sat, 12 Jan 2019 23:12:04 +0000</pubDate>
      <link>https://dev.to/rynobax_7/using-plotly-to-draw-charts-in-react-native-58cc</link>
      <guid>https://dev.to/rynobax_7/using-plotly-to-draw-charts-in-react-native-58cc</guid>
      <description>&lt;p&gt;While working on a React Native version of a web dashboard, I struggled to find a charting libary that would meet my needs.  The one I tried were not performant or flexible enough, or required ejecting from Expo.  Since the web charts were built using Plotly, I decided to try to get plotly.js to work in React Native.&lt;/p&gt;

&lt;p&gt;Since plotly.js depends on a lot of browser APIs, it would not work out of the box in React Native.  I thought the easiest way to get it working would be with a WebView.  The first thing I did was to get a basic chart rendering by including plotly.js from their CDN with a script tag.  This worked, but depended on the user being online.  I wanted offline support, so I decided to try to bundle the plotly.js source code with my app, and somehow inject that into the WebView.&lt;/p&gt;

&lt;p&gt;Getting the source code injected turned out to be a frustrating process, as I ran into a lot of issues with certain characters in the source code not being sent properly, as well as finding implementation differences between Android and iOS WebViews.  Ultimately, the solution I settled on was to Base64 encode the plotly.js source code, send it to the WebView with postMessage, and decode and evaluate the code inside the WebView.&lt;/p&gt;

&lt;p&gt;After adding the ability for my React component to call restyle/relayout functions on the chart, I was able to draw interactive, dynamic charts using Plotly, even if the device was offline!  The initialization is a bit slower than other libraries (1-2 seconds before the chart is drawn), but the performance is great, and I have access to all the great features of Plotly.&lt;/p&gt;

&lt;p&gt;This component has been working great for me, so I decided to open source it!  &lt;a href="https://github.com/rynobax/react-native-plotly"&gt;react-native-plotly&lt;/a&gt; lets you use Plotly in React Native.  You can see it in action on this &lt;a href="https://snack.expo.io/@rynobax/react-native-plotly-demo"&gt;Expo snack&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>reactnative</category>
      <category>showdev</category>
      <category>opensource</category>
    </item>
    <item>
      <title>Creating a Multiplayer Game with WebRTC</title>
      <dc:creator>Ryan Baxley</dc:creator>
      <pubDate>Mon, 10 Jul 2017 20:13:33 +0000</pubDate>
      <link>https://dev.to/rynobax_7/creating-a-multiplayer-game-with-webrtc</link>
      <guid>https://dev.to/rynobax_7/creating-a-multiplayer-game-with-webrtc</guid>
      <description>&lt;p&gt;My goal with this project was to develop an online multiplayer game which would use as little server resources as possible.  I was hoping to be able to run the game server in one users browser and allow the other players to connect to it.  I also wanted to keep the project simple enough to be explained in a blog post.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Technology&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Pretty soon into my search for Peer to Peer web technology I discovered &lt;a href="https://webrtc.org/"&gt;WebRTC&lt;/a&gt;, and it seemed perfect for my project.  WebRTC is a new web standard that provides browsers with Real-Time Communication capabilities.  Most examples I saw for WebRTC was setting up video or audio streams, but you can also transmit arbitrary data.  In my case, I could use the data channel to transmit user input to the host and the game state to the players.&lt;/p&gt;

&lt;p&gt;However, WebRTC does not completely eliminate the need for a server.  In order to establish a connection, two browsers must exchange a small amount of information.  Once the connection is established, the communication is completely peer-to-peer.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Libraries&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The &lt;a href="https://developer.mozilla.org/en-US/docs/Web/API/WebRTC_API"&gt;WebRTC API&lt;/a&gt; is pretty complex, so I looked for a library to simplify it.  The most full featured one I came across was &lt;a href="https://github.com/peers/peerjs"&gt;PeerJS&lt;/a&gt;, but it had not been updated in two years.  I quickly ran into some major bugs that forced me to abandon it.  I settled upon using &lt;a href="https://github.com/feross/simple-peer"&gt;simple-peer&lt;/a&gt;, which provides a simple API for connecting and communicating using WebRTC.  From their documentation:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;var&lt;/span&gt; &lt;span class="nx"&gt;SimplePeer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;require&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;simple-peer&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

&lt;span class="kd"&gt;var&lt;/span&gt; &lt;span class="nx"&gt;peer1&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;SimplePeer&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;initiator&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt; &lt;span class="p"&gt;})&lt;/span&gt;
&lt;span class="kd"&gt;var&lt;/span&gt; &lt;span class="nx"&gt;peer2&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;SimplePeer&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

&lt;span class="nx"&gt;peer1&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;signal&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="c1"&gt;// when peer1 has signaling data, give it to peer2 somehow&lt;/span&gt;
  &lt;span class="nx"&gt;peer2&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;signal&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;})&lt;/span&gt;

&lt;span class="nx"&gt;peer2&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;signal&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="c1"&gt;// when peer2 has signaling data, give it to peer1 somehow&lt;/span&gt;
  &lt;span class="nx"&gt;peer1&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;signal&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;})&lt;/span&gt;

&lt;span class="nx"&gt;peer1&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;connect&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="c1"&gt;// wait for 'connect' event before using the data channel&lt;/span&gt;
  &lt;span class="nx"&gt;peer1&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;send&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;hey peer2, how is it going?&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;})&lt;/span&gt;

&lt;span class="nx"&gt;peer2&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;data&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="c1"&gt;// got a data channel message&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;got a message from peer1: &lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;})&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Establishing a Connection&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;In order to establish the connection between two browsers, I needed to exchange about 2 kb of signaling data.  I opted to use Firebase Realtime Database, as it allowed me to easily sync data between two browsers, and the free tier offers plenty of storage.&lt;/p&gt;

&lt;p&gt;From the users perspective, the host gives the players a four letter code which they use to connect to the game.  From the browsers perspective, the process is only slightly more complicated.  For reference, my database rules look like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;rules&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;rooms&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="c1"&gt;// 4 Digit room code used to connect players&lt;/span&gt;
      &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;$room_code&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;host&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
           &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;$player&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
             &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;$data&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
               &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;data&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                 &lt;span class="c1"&gt;// Data from the host for the player&lt;/span&gt;
               &lt;span class="p"&gt;}&lt;/span&gt;
             &lt;span class="p"&gt;}&lt;/span&gt;
           &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;},&lt;/span&gt;
        &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;players&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
          &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;$player&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;$data&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
              &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;data&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="c1"&gt;// Data from the player for the host&lt;/span&gt;
              &lt;span class="p"&gt;}&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
          &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;},&lt;/span&gt;
        &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;createdAt&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
          &lt;span class="c1"&gt;// Timestamp set by host when room is created&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
      &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Hosting a Room&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;In order to host a room, the host first generates a code by randomly trying 4 character codes until it finds a room that is not in use.  Rooms are considered not in use if they don’t exist in the database, or if the room was created over 30 minutes ago.  The host should delete the room when the game starts, but I wanted to be sure to avoid zombie rooms.  When the host finds an open room, the host's browser adds itself as the room's host and listens for players.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nx"&gt;getOpenRoom&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;database&lt;/span&gt;&lt;span class="p"&gt;){&lt;/span&gt;
 &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nb"&gt;Promise&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;resolve&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;reject&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
   &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;code&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;generateRoomCode&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
   &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;room&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;database&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ref&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;rooms/&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="nx"&gt;code&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
   &lt;span class="nx"&gt;room&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;once&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;value&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nx"&gt;then&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;snapshot&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
     &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;roomData&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;snapshot&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;val&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
     &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;roomData&lt;/span&gt; &lt;span class="o"&gt;==&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
       &lt;span class="c1"&gt;// Room does not exist&lt;/span&gt;
       &lt;span class="nx"&gt;createRoom&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;room&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nx"&gt;then&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;resolve&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;code&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
     &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
       &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;roomTimeout&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;1800000&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// 30 min&lt;/span&gt;
       &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;now&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Date&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;now&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
       &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;msSinceCreated&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;now&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;roomData&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;createdAt&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
       &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;msSinceCreated&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;roomTimeout&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
         &lt;span class="c1"&gt;// It is an old room so wipe it and create a new one&lt;/span&gt;
         &lt;span class="nx"&gt;room&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;remove&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;then&lt;/span&gt;&lt;span class="p"&gt;(()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;createRoom&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;room&lt;/span&gt;&lt;span class="p"&gt;)).&lt;/span&gt;&lt;span class="nx"&gt;then&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;resolve&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;code&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
       &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
         &lt;span class="c1"&gt;// The room is in use so try a different code&lt;/span&gt;
         &lt;span class="nx"&gt;resolve&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;getOpenRoom&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;database&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
       &lt;span class="p"&gt;}&lt;/span&gt;
     &lt;span class="p"&gt;}&lt;/span&gt;
   &lt;span class="p"&gt;})&lt;/span&gt;
 &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Joining a Game&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;A player joins a game by entering the room code and their username.  The player's browser notifies the host by adding an entry in the route &lt;code&gt;rooms/[code]/players&lt;/code&gt;.  When the player gets their signaling data, the data to the database in the route &lt;code&gt;rooms/[code]/players/[name]&lt;/code&gt;.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// code and name are entered by user&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;peer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;SimplePeer&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;&lt;span class="na"&gt;initiator&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;peer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;setState&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;&lt;span class="na"&gt;host&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// Sending signaling data from player&lt;/span&gt;
&lt;span class="nx"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;signal&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;signalData&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;nameRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;database&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ref&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;/rooms/&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="nx"&gt;code&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;/players/&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="nx"&gt;name&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;newSignalDataRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;nameRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;push&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="nx"&gt;newSignalDataRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
    &lt;span class="na"&gt;data&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;stringify&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;signalData&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// Listen for signaling data from host for me&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;hostSignalRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;database&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ref&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;/rooms/&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="nx"&gt;code&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;/host/&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="nx"&gt;name&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;hostSignalRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;child_added&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;signal&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;parse&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;val&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The host listens for new players being added.  When a new player is connected, the host consumes the signals they send and replys with its own signals on the route &lt;code&gt;rooms/[code]/host/[name]&lt;/code&gt;.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight javascript"&gt;&lt;code&gt;&lt;span class="c1"&gt;// Listen for new players&lt;/span&gt;
&lt;span class="nx"&gt;playersRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;child_added&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;playerName&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;key&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

  &lt;span class="c1"&gt;// Create Peer channel&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;peer&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;SimplePeer&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

  &lt;span class="c1"&gt;// Listen for signaling data from specific player&lt;/span&gt;
  &lt;span class="nx"&gt;playerRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;child_added&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="nx"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;signal&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;parse&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;res&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;val&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)));&lt;/span&gt;

  &lt;span class="c1"&gt;// Upload signaling data from host&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;signalDataRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;database&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;ref&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;/rooms/&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="nx"&gt;code&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;/host/&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="o"&gt;+&lt;/span&gt;&lt;span class="nx"&gt;playerName&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;signal&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;signalData&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;newSignalDataRef&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;signalDataRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;push&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="nx"&gt;newSignalDataRef&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="kd"&gt;set&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
      &lt;span class="na"&gt;data&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;JSON&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;stringify&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;signalData&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;
  &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;From this point forward, the host and the player can communicate using &lt;code&gt;peer.on(‘data’, cb)&lt;/code&gt; and &lt;code&gt;peer.send(data)&lt;/code&gt;.  The player's machine terminates its firebase connection once connected with the host, and the host does the same when the game starts.&lt;/p&gt;

&lt;p&gt;And that’s it!  At this point I had bidirectional communication between the host and all of the players, just like I would with a traditional server, so all that was left was to make the game and pass data between the players.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Getting User Input&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;User input is sent as a JSON object whenever the key changes state.  Example: &lt;code&gt;{ up: true }&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;The host keeps track of each player's input states and uses them to move the players each frame.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sharing the Game State&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;In order to keep the game development simple, I wanted to use the 2D game framework &lt;a href="https://github.com/photonstorm/phaser-ce"&gt;Phaser&lt;/a&gt;.  The game runs on the host machine, and handles things like physics and collisions.  Each frame, the position and size of every sprite is serialized and sent to each player.  To make things easy, I simply used the sprite data to redraw the whole game in the player's browser each frame.  Because my game only uses a handful of sprite the process works fine, but a more complex game would likely require a more efficient process for sharing the game state.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Gameplay&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The game I made to test all of this is a simple side scroller.  Platforms randomly appear, and the last player remaining on a platform wins.  Apologies if you encounter any impossible gaps, I didn't spend much time polishing it.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Notes&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Because the game server is running on one of the player’s machine, it is potentially vulnerable to manipulation by that player.  This system should work fine for playing games with friends though, as long as your friends aren’t cheaters!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Conclusion&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;I was able to set up a peer-to-peer multiplayer game that uses only ~2kb of server bandwidth per player.  I should be able to support 500,000 players per month on the Firebase free tier!  As a bonus, I was able to keep my code concise enough to fit most of it in this post.  I think WebRTC is a neat technology, and I am excited to see what other projects will be built with it.&lt;/p&gt;

&lt;p&gt;Play the game &lt;a href="https://rynobax.github.io/jump-game/"&gt;here&lt;/a&gt;, and check out the source code &lt;a href="https://github.com/rynobax/jump-game"&gt;here&lt;/a&gt;!&lt;/p&gt;

</description>
      <category>webrtc</category>
      <category>javascript</category>
    </item>
  </channel>
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