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reconnectedchat

v3.4.1

Published

Framework for the ReconnectedCC Chatbox v2

Downloads

32

Readme

ReconnectedChat v3

ReconnectedCC Chatbox v2 module for Node.js written in TypeScript

npm version

Installation

npm i reconnectedchat

Documentation

In-depth documentation can be found at docs.reconnected.cc:

Example usage

This example will show you how to connect to the ReconnectedCC Chatbox API with a basic Hello World bot.

  1. Obtain a Chatbox token by running /chatbox license in-game. You can click the token to copy it to your clipboard.
  2. Set up your project with npm init, and install reconnectedchat by running npm i reconnectedchat.
    • To make sure ESM modules are used, open package.json and set "type": "module".
  3. Create a file called index.js with the following code:
// Import ReconnectedChat
import {Client} from "reconnectedchat";

// Create the Chatbox client
const sc = new Client("YOUR-CHATBOX-TOKEN", {
    // Optional - set the default name and markdown formatting mode for all `.say()` and `.tell()` calls
    defaultName: "Hello World Bot",
    defaultFormattingMode: "markdown",
});


// Add event listener for when a backslash command is received
sc.on("command", async (cmd) => {
    // Only respond if the command is `\helloworld`
    if (cmd.command === "helloworld") {
        // Send message back to the user: "Hello World!"
        await sc.tell(cmd.user.name, "Hello World!");
    }
});

// Event listener for when the client is connected to ReconnectedCC and ready to
// receive messages and events
sc.on("ready", () => {
    console.log("Connected!");
});

// Connect to ReconnectedCC
sc.connect();
  1. Run your code! If you used JavaScript you can run it with node index.js. When it says "Connected!", run \helloworld in-game, and the Chatbox should respond to you!

Events

You are able to listen after the following events, which directly map to the events sent by the Chatbox websocket API:

| Friendly name | Name | Trigger | |-------------------|----------------------------|--------------------------------------------| | In-game chat | chat_ingame | A player sent a message in-game | | Discord chat | chat_discord | A player sent a message from Discord | | Chatbox message | chat_chatbox | A chatbox sent a public message | | Chatbox command | command | A player sent a chatbox command in-game | | Join | join | A player joined the server | | Leave | leave | A player left the server | | Death | death | A player died | | World change | world_change | A player changed worlds | | AFK | afk | A player went AFK | | AFK return | afk_return | A player returned from being AFK | | Restart scheduled | server_restart_scheduled | The server will restart soon | | Restart cancelled | server_restart_cancelled | The scheduled server restart was cancelled |

  • user - User that went AFK

In-game chat

(Websocket API docsAPI reference)

The event received when a player posts a message in public chat.

  • text - string of the contents of the chat message
  • rawText - string of the raw contents of the chat message
  • renderedText - RenderedTextObject of the rendered text of the chat message
  • user - User that sent the message

Discord chat

(Websocket API docsAPI reference)

The event received when a player posts a message in Discord.

  • text - string of the contents of the chat message, without formatting codes
  • rawText - string of the raw contents of the chat message, with its original formatting codes
  • renderedText - RenderedTextObject of the rendered text of the chat message
  • discordId - string of the Discord snowflake ID of the message
  • discordUser - DiscordUser that sent the message
  • edited - boolean if the message has been edited

Chatbox message

(Websocket API docsAPI reference)

The event received when another chatbox sends a message.

  • text - string of the contents of the message, without formatting codes
  • rawText - string of the raw contents of the message, with its original formatting codes
  • renderedText - RenderedTextObject of the rendered text of the message
  • user - User of the owner of the chatbox
  • name - string name of the chatbox, without formatting codes
  • rawName - string name of the chatbox, with its original formatting codes

Chatbox command

(Websocket API docsAPI reference)

The event received when a player runs a chatbox command (public backslash commands: \command, private owner-only caret/pipe commands: ^command) in-game. The command capability is required to receive command events.

  • user - User that ran the chatbox command
  • command - The name of the command (the word immediately following the backslash/caret/pipe, excluding the backslash/caret/pipe). Example: \command arg1 arg2
  • args - Array of space-separated string arguments after the command.
  • ownerOnly - boolean if the command is an owner-only command (^command)

Join

(Websocket API docsAPI reference)

The event received when a player joins the game.

  • user - User that joined the server

Leave

(Websocket API docsAPI reference)

The event received when a player leaves the game.

  • user - User that left the server

Death

(Websocket API docsAPI reference)

The event received when a player dies in-game.

  • text - string of the death message contents, without formatting codes
  • rawText - string of the death message contents, with its original formatting codes
  • renderedText - RenderedTextObject of the death message
  • user - User that died
  • source - User | null that killed the user. Only set if they were killed by another player

World change

(Websocket API docsAPI reference)

The event received when a player changes worlds.

  • user - User that changed worlds
  • origin - string of the world the player moved from
  • destination - string of the world the player is now in

AFK

(Websocket API docsAPI reference)

The event received when a player goes AFK in-game.

  • user - User that goes AFK

AFK return

(Websocket API docsAPI reference)

The event received when a player returns from being AFK in-game.

Server restart scheduled

(Websocket API docsAPI reference)

The event received when a server restart has been scheduled. At the time of restartAt, the server will restart and the ReconnectedChat client will be disconnected.

If a server restart was scheduled before the websocket connected, then the server_restart_scheduled event will be sent after the hello/ready events. In this case, restartSeconds will not be the time until the restart, but instead the time that was initially specified for the restart. time will still be the initial time the restart was scheduled, and restartAt will be the time the restart will happen.

  • restartType - string that tells you what type of restart it is ("automatic" or "manual")
  • restartSeconds - number that tells you how many seconds until the restart
  • restartAt - Date that tells you when the restart will happen

Server restart cancelled

(Websocket API docsAPI reference)

The event received when a previously scheduled server restart has now been cancelled.

  • restartType - string that tells you what type of restart it was ("automatic" or "manual")

Rate limits

(Websocket API docs)

The Chatbox server has a ratelimit of 500ms per license, with up to 5 messages queued at once.

When the methods client.say and client.tell are called, the data is enqueued internally before being sent to the server.

This internal queue makes it safe to go well over the limits, because it processes each message every 500ms to avoid hitting the rate limit of the server.

Server -> Client packets

(Websocket API docs)

You are also able to listen after these packets that are sent by ReconnectedCC to the client.

| Friendly name | Name | Trigger | |--------------------|-----------|------------------------------------------------------------------| | Hello packet | ready | When ReconnectedChat has successfully connected to ReconnectedCC | | Player list packet | players | When you connect, and when a player joins/leaves | | Error packet | error | When there is an error | | Closing packet | closing | When the server is closing the connection |

Hello packet

(Websocket API docsAPI reference)

  • guest - boolean that says if you are authenticated with the guest key
  • licenseOwner - string that represents who owns the chatbox license
  • licenseOwnerUser - User that represents who owns the chatbox license, or null if this is a guest connection
  • capabilities - Array of strings that can tell you what capabilities you have

Players packet

(Websocket API docsAPI reference)

  • players - Array of Users that are currently online on the server.

Error packet

(Websocket API docsAPI reference)

  • error - string that tells you what type of error that occurred (possible errors).
  • text - string that is a human-readable version of error.

Closing packet

(Websocket API docsAPI reference)

  • closeReason - string reason for closing the connection (possible values).
  • reason - string that is a human-readable version of closeReason

Methods

You can run these methods on your Client instance.

client.say

(Websocket API docsAPI reference)

  • Syntax: await client.say(text, name, mode)
  • Returns: Promise<Success>

Sends a message to the in-game public chat. Returns a Promise that resolves to a Success object, which will tell you if the message was sent (reason is "message_sent").

| Argument | Type | Description | |----------|-----------------------------|------------------------------------------------------------------------------------------------------------------------------------------| | text | string | The message to send. | | name | string (optional) | The name of the chatbox to show. If no name is specified, it will default to the username of the license owner, or client.defaultName. | | mode | FormattingMode (optional) | The formatting mode to use ("markdown", "format" or "minimessage"). Defaults to client.defaultFormattingMode or "markdown". |

client.tell

(Websocket API docsAPI reference)

  • Syntax: await client.tell(user, text, name, mode)
  • Returns: Promise<Success>

Sends a private message to an in-game player. Returns a Promise that resolves to a Success object, which will tell you if the message was sent (reason is "message_sent").

| Argument | Type | Description | |----------|-----------------------------|------------------------------------------------------------------------------------------------------------------------------------------| | user | string, User | The username, UUID or the User object of the user to send the message to. | | text | string | The message to send. | | name | string (optional) | The name of the chatbox to show. If no name is specified, it will default to the username of the license owner, or client.defaultName. | | mode | FormattingMode (optional) | The formatting mode to use ("markdown", "format" or "minimessage"). Defaults to client.defaultFormattingMode or "markdown". |

client.connect

(API reference)

  • Syntax: client.connect()

Connects to ReconnectedCC.

client.close

(API reference)

  • Syntax: client.close()

Disconnects the connection to ReconnectedCC.

client.reconnect

(API reference)

  • Syntax: client.reconnect()

Reconnects to ReconnectedCC.

Data types

User object

(Websocket API docsAPI reference)

The user object represents an in-game player.

  • name - The Minecraft username of the player.
  • uuid - The Minecraft UUID of the player, with hyphens.
  • displayName - The user's name as it appears in chat. May differ from name.
  • group - The rank of the player, usually "default", "moderator" or "admin".
  • pronouns - The pronouns set by the user by running /pronouns. This may be null if the player has not set any preferred pronouns. Where reasonably possible, you should attempt to use the user's preferred pronouns, or avoid using pronouns entirely. If you are unable to do this, you should use the player's name instead.
  • world - The world the player is in, or null if this information is not available. It will be a Minecraft namespaced registry key, for example:
    • minecraft:overworld - The overworld
    • minecraft:the_nether - The Nether
    • minecraft:the_end - The End
  • afk - If the player is AFK
  • alt - If the player is an alt account
  • bot - If the player is a bot
  • supporter - the current public tier of the player's supporter status. This will be 0 if the player is not a supporter or has opted out of showing their supporter tag, 1 for a Tier 1 supporter, 2 for a Tier 2 supporter, and 3 for a Tier 3 supporter.

DiscordUser object

(Websocket API docsAPI reference)

The Discord user object represents a user on Discord.

  • id - The Discord snowflake ID of the user
  • name - The Discord name of the user
  • displayName - The user's server nickname on Discord, or their username if it is not set
  • discriminator - The user's discriminator on Discord
  • avatar - URL to the avatar of the user
  • roles - Array consisting of roles.

RenderedTextObject

(Websocket API docsAPI reference)

Minecraft's serialised raw JSON text format. See the ReconnectedCC documentation for more information on how this is used.

FormattingMode

(API reference)

The mode to use for outgoing chatbox messages (.say(), .tell()).

  • markdown - Discord-like Markdown syntax. Supports URLs, but not colours.
  • format - Minecraft-like formatting codes using ampersands (e.g. &e for yellow). Supports colours, but not URLs.
  • minimessage - HTML-like tags (e.g. <yellow></yellow> for yellow). Supports colours and hover events.