reconnectedchat
v3.4.1
Published
Framework for the ReconnectedCC Chatbox v2
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Readme
ReconnectedChat v3
ReconnectedCC Chatbox v2 module for Node.js written in TypeScript
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.
- Obtain a Chatbox token by running
/chatbox license
in-game. You can click the token to copy it to your clipboard. - Set up your project with
npm init
, and install reconnectedchat by runningnpm i reconnectedchat
.- To make sure ESM modules are used, open
package.json
and set"type": "module"
.
- To make sure ESM modules are used, open
- 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();
- 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 docs – API 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 docs – API 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 docs – API 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 docs – API 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 docs – API reference)
The event received when a player joins the game.
- user -
User
that joined the server
Leave
(Websocket API docs – API reference)
The event received when a player leaves the game.
- user -
User
that left the server
Death
(Websocket API docs – API 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 docs – API 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 docs – API reference)
The event received when a player goes AFK in-game.
- user -
User
that goes AFK
AFK return
(Websocket API docs – API reference)
The event received when a player returns from being AFK in-game.
Server restart scheduled
(Websocket API docs – API 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 docs – API 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
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
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 docs – API 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
string
s that can tell you what capabilities you have
Players packet
(Websocket API docs – API reference)
- players - Array of
User
s that are currently online on the server.
Error packet
(Websocket API docs – API reference)
- error -
string
that tells you what type of error that occurred (possible errors). - text -
string
that is a human-readable version oferror
.
Closing packet
(Websocket API docs – API reference)
- closeReason -
string
reason for closing the connection (possible values). - reason -
string
that is a human-readable version ofcloseReason
Methods
You can run these methods on your Client
instance.
client.say
(Websocket API docs – API 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 docs – API 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
- Syntax:
client.connect()
Connects to ReconnectedCC.
client.close
- Syntax:
client.close()
Disconnects the connection to ReconnectedCC.
client.reconnect
- Syntax:
client.reconnect()
Reconnects to ReconnectedCC.
Data types
User object
(Websocket API docs – API 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 benull
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 overworldminecraft:the_nether
- The Netherminecraft: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, and3
for a Tier 3 supporter.
DiscordUser object
(Websocket API docs – API 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 docs – API reference)
Minecraft's serialised raw JSON text format. See the ReconnectedCC documentation for more information on how this is used.
FormattingMode
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.