gamehub
v1.0.32
Published
GameHub manages the communication between iframes
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GameHub
GameHub handles the communication among iframes by having a HubClient
in each iframe that needs to send or receive messages and a Hub
at the top level of the DOM, that makes sure every HubClient can communicate with each other.
Keywords
Channel
is the distinction between your HubClient and others who might want to send messages with the same topic as you. This could be the name of your department.
Group
is the grouping of HubClients that should receive a given message, and can be set when creating a HubClient. All HubClients in a single gametab should have the same group. The group could for instance be the id of the gametab.
Topic
is the sort of message you are sending or listening for.
Payload
is the data you are sending, but could potentially be empty if your topic is enough to tell other HubClients that some event has happened.
Target
is the group you want your message to be sent to, if it differs from your own.
Callback
is the function you want to be run when receiving a message that you subscribe to.
Usage example
This example serves to improve understanding of especially the Channel
and Group
terms.
Imagine two small villages. Let's call them Waterdeep
and Highgarden
. Outside each village is a farm and inside each village is a shop which sells the crops the farm produces.
Each village is its own Group
. That means we in our example have a Group
called Waterdeep
and a Group
called Highgarden
.
Inside each group we have a farm and a shop. Both of these are Channels
.
Thus looking at Highgarden
we have a Group
called Highgarden
and in it we have two Channels
; Farm
and Shop
.
Farm
produces (publishes) crops (messages) which are consumed (subscribed to) by the Shop
. The Farm
outside Highgarden
can
simply produce its crops (i.e. publish its messages) using the publish
method. As the gamehub client is instanced using
the Highgarden
group only the shop in Highgarden
(which also has a gamehub client instanced with the Highgarden
group) will be able to receive the crops (messages) from the Highgarden Farm
.
Given the above example the Farm
in Highgarden
would need to create its gamehub client with the following options.
{
"options": {
"channel": "farm",
"group": "highgarden"
}
}
While the Shop
in Highgarden
would create its gamehub client using these options.
{
"options": {
"channel": "shop",
"group": "highgarden"
}
}
When the Highgarden Farm
publishes messages it can do it using just the publish
method.
{
"topic": "new_crops",
"payload": ["apple", "potato", "turnip"]
}
As the gamehub client of the Highgarden Farm
has the Highgarden
group only other gamehub clients with the Highgarden
group
will be able to receive messages from the Highgarden Farm
. You could also say Highgarden
forms a namespace for the messages sent from
the Farm
.
The Highgarden Shop
can receive the messages from the Highgarden Farm
by simply using the subscribeTo
method.
{
"channel": "farm",
"topic": "new_crops",
"callback": "<function>
}
Hub
For messages to be handled there needs to be a Hub
in the top level of your DOM. You will not achieve anything by instantiating a hub if you are not in the top level. Additionally if more hubs are created on the top level it will result in several instances of the same message being passed around the system. As such the hub should be treated as a singleton.
HubClients
To send and receive messages instantiate a HubClient
. You can provide it with an options
object containing any of the described values below or you can let it default to channel: engage
, group: group-{Uuid}
. Unless you know what you are doing do NOT use the default value for channel
. Note that the channel
you are passing in represents
your module/iframe and will be used by others to identify you. Thus if your iFrame contains the chat a channel name of chat
could be appropriate. Also note
you can not use the same channel name as anyone else in the same group
.
{
"options": {
"channel": "string",
"group": "string"
}
}
HubClients offers the following functions for subscribing to and publishing messages
SubscribeTo
Listen for messages with the given channel
and topic
and perform the code given in callback
when a message is received. The channel
parameter is
the channel
of the module/iFrame you want to subscribe to messages from.
{
"channel": "string",
"topic": "string",
"callback": "function"
}
Publish
Publish the given payload
to other clients in the same group that listens on the clients channel, for the given topic
. The other clients
will be able to subscribeTo
your message if they know your topic
and channel
.
{
"topic": "string",
"payload": "object"
}
PublishTo
Publish the given payload
to the clients in the target
group that listens on the clients channel, for the given topic
.
{
"topic": "string",
"target": "string",
"payload": "object"
}
Broadcast
Broadcasts the given payload
to every client listening on the clients channel for the given topic
in your group
.
{
"topic": "string",
"payload": "object"
}
Internal communication
Don't worry too much about this if you are setting up or using the system.
Communication from the Hub
{
"channel": "string",
"topic": "string",
"target": "string",
"payload": "object",
"sender": "string",
"fromHub": "bool"
}
Communication from a client
{
"channel": "string",
"topic": "string",
"target": "string",
"payload": "object",
"sender": "string"
}
Getting detailed logging from a client
Messages can be filtered by a client for a variety of reasons. Perhaps you are not subscribing to the correct topic? Perhaps the message is sent to another channel than yours? To lessen confusion you can turn on verbose message logging by calling setVerboseLogging(true)
on your client.