docs: update websocket event reference with new shard monitor events

Add room.connected, lobby.player-joined, lobby.updated, game.started,
game.ended, room.disconnected events. Clarify player-count.updated as
manual-override only. Update complete example with new event handlers.

Made-with: Cursor
This commit is contained in:
cottongin
2026-03-20 11:35:29 -04:00
parent 03f79422af
commit 336ba0e608

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@@ -5,7 +5,8 @@
The WebSocket API provides real-time updates for Jackbox gaming sessions. Use it to:
- Receive notifications when sessions start, end, or when games are added
- Track player counts as they are updated
- Monitor Jackbox room state in real-time (lobby, player joins, game start/end)
- Track player counts automatically via shard connection
- Receive live vote updates (upvotes/downvotes) as viewers vote
- Avoid polling REST endpoints for session state changes
@@ -129,7 +130,13 @@ Must be authenticated.
| `session.started` | New session created (broadcast to all authenticated clients) |
| `game.added` | Game added to a session (broadcast to subscribers) |
| `session.ended` | Session closed (broadcast to subscribers) |
| `player-count.updated` | Player count changed (broadcast to subscribers) |
| `room.connected` | Shard connected to Jackbox room (broadcast to subscribers) |
| `lobby.player-joined` | Player joined the Jackbox lobby (broadcast to subscribers) |
| `lobby.updated` | Lobby state changed (broadcast to subscribers) |
| `game.started` | Game transitioned to Gameplay (broadcast to subscribers) |
| `game.ended` | Game finished (broadcast to subscribers) |
| `room.disconnected` | Shard lost connection to Jackbox room (broadcast to subscribers) |
| `player-count.updated` | Manual player count override (broadcast to subscribers) |
| `vote.received` | Live vote recorded (broadcast to subscribers) |
---
@@ -204,10 +211,117 @@ All server-sent events use this envelope:
}
```
### room.connected
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** Shard WebSocket successfully connecting to a Jackbox room (after `POST .../start-player-check` or adding a game with a room code)
**Data:**
```json
{
"sessionId": 1,
"gameId": 5,
"roomCode": "LSBN",
"appTag": "drawful2international",
"maxPlayers": 8,
"playerCount": 2,
"players": ["Alice", "Bob"],
"lobbyState": "CanStart",
"gameState": "Lobby"
}
```
### lobby.player-joined
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** A new player joining the Jackbox room lobby (detected via `textDescriptions` entity updates or `client/connected` messages)
**Data:**
```json
{
"sessionId": 1,
"gameId": 5,
"roomCode": "LSBN",
"playerName": "Charlie",
"playerCount": 3,
"players": ["Alice", "Bob", "Charlie"],
"maxPlayers": 8
}
```
### lobby.updated
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** Lobby state change in the Jackbox room (e.g., enough players to start, countdown started)
**Data:**
```json
{
"sessionId": 1,
"gameId": 5,
"roomCode": "LSBN",
"lobbyState": "Countdown",
"gameCanStart": true,
"gameIsStarting": true,
"playerCount": 4
}
```
### game.started
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** Jackbox game transitioning from Lobby to Gameplay state
**Data:**
```json
{
"sessionId": 1,
"gameId": 5,
"roomCode": "LSBN",
"playerCount": 4,
"players": ["Alice", "Bob", "Charlie", "Diana"],
"maxPlayers": 8
}
```
### game.ended
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** Jackbox game finishing (`gameFinished: true`) or room closing
**Data:**
```json
{
"sessionId": 1,
"gameId": 5,
"roomCode": "LSBN",
"playerCount": 4,
"players": ["Alice", "Bob", "Charlie", "Diana"]
}
```
### room.disconnected
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** Shard losing connection to the Jackbox room (room closed, connection failed, manually stopped)
**Data:**
```json
{
"sessionId": 1,
"gameId": 5,
"roomCode": "LSBN",
"reason": "room_closed",
"finalPlayerCount": 4
}
```
Possible `reason` values: `room_closed`, `room_not_found`, `connection_failed`, `role_rejected`, `manually_stopped`.
### player-count.updated
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `PATCH /api/sessions/{sessionId}/games/{sessionGameId}/player-count`
- **Triggered by:** `PATCH /api/sessions/{sessionId}/games/{sessionGameId}/player-count` (manual override only)
**Data:**
```json
@@ -398,6 +512,30 @@ ws.onmessage = (event) => {
subscribedSessions.delete(msg.data.session.id);
break;
case 'room.connected':
console.log('Room connected:', msg.data.roomCode, '- players:', msg.data.players.join(', '));
break;
case 'lobby.player-joined':
console.log('Player joined:', msg.data.playerName, '- count:', msg.data.playerCount);
break;
case 'lobby.updated':
console.log('Lobby:', msg.data.lobbyState);
break;
case 'game.started':
console.log('Game started with', msg.data.playerCount, 'players');
break;
case 'game.ended':
console.log('Game ended with', msg.data.playerCount, 'players');
break;
case 'room.disconnected':
console.log('Room disconnected:', msg.data.reason);
break;
case 'player-count.updated':
console.log('Player count:', msg.data.playerCount, 'for game', msg.data.gameId);
break;