Key corrections based on testing with fresh room SCWX: - connections count includes ALL ever-joined players, not just active ones (slots persist for reconnection, count never decreases) - here field also includes disconnected players (slot reservation model) - client/connected and client/disconnected confirmed as NOT delivered to player connections after extensive testing - Jackbox has no concept of "leaving" — player disconnect is invisible to the API - Added reconnection URL format (secret + id query params) - Added error code 2027 (REST/WebSocket state divergence) - Added ws-lifecycle-test.js for systematic protocol testing Made-with: Cursor
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Jackbox Ecast API Reference
Reverse-engineered documentation of the Jackbox Games ecast platform API. This covers the REST API at ecast.jackboxgames.com and the WebSocket protocol used by jackbox.tv clients to participate in game rooms.
Last updated: 2026-03-20
Tested with: Drawful 2 (appTag: drawful2international)
Table of Contents
- Overview
- REST API Reference
- WebSocket Protocol Reference
- Entity Model
- Game Lifecycle
- Player & Room Management
- Appendix: Raw Captures
Overview
Jackbox Games uses a platform called ecast to manage game rooms and real-time communication between the game host (running on a console/PC) and players (connecting via jackbox.tv in a browser).
Architecture
┌──────────────┐ HTTPS/WSS ┌──────────────────────────┐ WSS ┌──────────────┐
│ Game Host │◄───────────────────►│ ecast.jackboxgames.com │◄────────────►│ Players │
│ (Console) │ │ (load balancer) │ │ (Browser) │
└──────────────┘ └──────────┬───────────────┘ └──────────────┘
│
┌──────────▼───────────────┐
│ ecast-prod-{region}. │
│ jackboxgames.com │
│ (game server) │
└──────────────────────────┘
- Load balancer (
ecast.jackboxgames.com): Routes REST requests and resolves room codes to specific game servers. - Game server (e.g.,
ecast-prod-use2.jackboxgames.com): Hosts WebSocket connections and manages room state. Returned in thehost/audienceHostfields of room info. - Room code: 4-letter alphanumeric code (e.g.,
LSBN) that identifies an active game session.
Base URLs
| Purpose | URL |
|---|---|
| REST API (rooms) | https://ecast.jackboxgames.com/api/v2/ |
| WebSocket (player) | wss://{host}/api/v2/rooms/{code}/play |
| WebSocket (audience) | wss://{host}/api/v2/audience/{code}/play |
The {host} value comes from the REST API room info response (host or audienceHost field).
REST API Reference
All REST endpoints return JSON. Successful responses have {"ok": true, "body": ...}. Errors have {"ok": false, "error": "..."}.
Response Headers
| Header | Value | Notes |
|---|---|---|
access-control-allow-origin |
https://jackbox.tv |
CORS restricted to jackbox.tv |
access-control-allow-credentials |
true |
|
ecast-room-status |
valid |
Custom header on room endpoints |
GET /api/v2
Health check endpoint.
Response: {"ok": true, "body": "hello"}
GET /api/v2/rooms/{code}
Full room information. This is the primary endpoint for checking room status.
Response:
{
"ok": true,
"body": {
"appId": "fdac94cc-cade-41ff-b4aa-e52e29418e8a",
"appTag": "drawful2international",
"audienceEnabled": true,
"code": "LSBN",
"host": "ecast-prod-use2.jackboxgames.com",
"audienceHost": "ecast-prod-use2.jackboxgames.com",
"locked": false,
"full": false,
"maxPlayers": 8,
"minPlayers": 0,
"moderationEnabled": false,
"passwordRequired": false,
"twitchLocked": false,
"locale": "en",
"keepalive": false,
"controllerBranch": ""
}
}
| Field | Type | Description |
|---|---|---|
appId |
string (UUID) | Unique application identifier |
appTag |
string | Game identifier slug |
audienceEnabled |
boolean | Whether audience mode is enabled |
code |
string | 4-letter room code |
host |
string | Game server hostname for player WebSocket connections |
audienceHost |
string | Game server hostname for audience WebSocket connections |
locked |
boolean | Whether the room is locked (game started, no new players) |
full |
boolean | Whether the room has reached max players |
maxPlayers |
number | Maximum number of players allowed |
minPlayers |
number | Minimum players required to start |
moderationEnabled |
boolean | Whether content moderation is active |
passwordRequired |
boolean | Whether a password is needed to join |
twitchLocked |
boolean | Whether the room is Twitch-restricted |
locale |
string | Language locale |
keepalive |
boolean | Whether the room persists after host disconnects |
controllerBranch |
string | Controller code branch (empty for production) |
Error (room not found): {"ok": false, "error": "no such room"} (HTTP 404)
GET /api/v2/rooms/{code}/status
Lightweight existence check. Returns minimal data.
Response: {"ok": true, "body": {"code": "LSBN"}}
GET /api/v2/rooms/{code}/info
Room information with audience data and join role. Uses a different response format (no ok/body wrapper).
Response:
{
"roomid": "LSBN",
"server": "ecast-prod-use2.jackboxgames.com",
"apptag": "drawful2international",
"appid": "fdac94cc-cade-41ff-b4aa-e52e29418e8a",
"numAudience": 0,
"audienceEnabled": true,
"joinAs": "player",
"requiresPassword": false
}
| Field | Type | Description |
|---|---|---|
numAudience |
number | Current audience member count |
joinAs |
string | Default role for new connections ("player") |
requiresPassword |
boolean | Whether password is needed |
Note:
numAudiencemay not update in real-time for WebSocket-connected audience members. Consider using the WebSocketroom/get-audienceopcode for live counts.
GET /api/v2/rooms/{code}/connections
Total allocated slot count. Includes all connection types (host, players, audience, shards).
Response: {"ok": true, "body": {"connections": 3}}
Important: This counts allocated slots, not currently-active WebSocket connections. Jackbox holds player slots open indefinitely for reconnection — there is no concept of "leaving" a game. A player who closes their browser tab still occupies a slot. The count only decreases if the room itself is destroyed. Therefore,
connections - 1gives the number of players who have ever joined the room, not the number currently online.
POST /api/v2/rooms
Create a new room. Returns a room code and management token.
Request:
{
"appTag": "drawful2international",
"userId": "your-user-id"
}
| Field | Type | Required | Description |
|---|---|---|---|
appTag |
string | Yes | Game identifier |
userId |
string | Yes | Creator's user ID |
Response:
{
"ok": true,
"body": {
"host": "ecast-prod-use2.jackboxgames.com",
"code": "XCMG",
"token": "ec356450735cf7d23d42c127"
}
}
The token is required for subsequent PUT and DELETE operations.
Errors:
"invalid parameters: missing required field appTag"(HTTP 400)"invalid parameters: missing required field userId"(HTTP 400)
PUT /api/v2/rooms/{code}?token={token}
Update room properties. Requires the room token from creation as a query parameter.
Request: JSON body with properties to update (e.g., {"locked": true})
Response: {"ok": true} (HTTP 200)
Errors:
"missing room token"(HTTP 400) — token not provided or wrong format"bad token"(HTTP 403) — invalid token
Note: Token must be passed as a query parameter (
?token=...), not in the request body, headers, or as a Bearer token.
DELETE /api/v2/rooms/{code}?token={token}
Delete/close a room. Requires the room token as a query parameter.
Response: ok (plain text, HTTP 200)
Errors:
"no such room"(HTTP 404)"bad token"(HTTP 403)
API Version Notes
Only /api/v2/ is active. Requests to /api/v1/, /api/v3/, or /api/v4/ return 403 Forbidden. The root path / and /api/ also return 403.
WebSocket Protocol Reference
Connection
Player connection URL (new join):
wss://{host}/api/v2/rooms/{code}/play?role=player&name={name}&userId={userId}&format=json
| Parameter | Required | Description |
|---|---|---|
role |
Yes | player |
name |
Yes | Display name (URL-encoded) |
userId |
Yes | Unique user identifier |
format |
Yes | json (only known format) |
Player reconnection URL (existing session):
wss://{host}/api/v2/rooms/{code}/play?role=player&name={name}&format=json&secret={secret}&id={id}
| Parameter | Required | Description |
|---|---|---|
secret |
Yes | Session secret from original client/welcome response |
id |
Yes | Session ID from original client/welcome response |
name |
Yes | Display name (can differ from original) |
format |
Yes | json |
On reconnection, the server returns client/welcome with reconnect: true and the same id and secret. The player resumes their existing slot rather than consuming a new one.
Audience connection URL:
wss://{host}/api/v2/audience/{code}/play
No query parameters required for audience.
Required WebSocket sub-protocol: ecast-v0
Required headers:
| Header | Value |
|---|---|
Origin |
https://jackbox.tv |
Sec-WebSocket-Protocol |
ecast-v0 |
Example (Node.js with ws):
const ws = new WebSocket(url, ['ecast-v0'], {
headers: { 'Origin': 'https://jackbox.tv' }
});
Message Format
Client → Server:
{
"seq": 1,
"opcode": "object/get",
"params": {
"key": "room"
}
}
| Field | Type | Description |
|---|---|---|
seq |
number | Client-side sequence number (monotonically increasing) |
opcode |
string | Operation to perform |
params |
object | Operation-specific parameters |
Server → Client:
{
"pc": 564,
"opcode": "client/welcome",
"result": { ... }
}
| Field | Type | Description |
|---|---|---|
pc |
number | Server-side packet counter (monotonically increasing, shared across all clients in the room) |
opcode |
string | Message type |
result |
object | Operation-specific payload |
Opcode Catalog
Connection Lifecycle (Server → Client)
| Opcode | Direction | Description |
|---|---|---|
client/welcome |
S→C | Sent immediately after connection. Contains initial state, entities, connected users. |
client/connected |
S→C | Notification that another client connected (see note below). |
client/disconnected |
S→C | Notification that another client disconnected (see note below). |
client/kicked |
S→C | Notification that you were kicked from the room. |
ok |
S→C | Generic success response to a client request. |
error |
S→C | Error response. Contains code and msg. |
Important:
client/connectedandclient/disconnectedare NOT delivered to player connections. Extensive testing across multiple rooms confirmed that these opcodes never fire for players joining, leaving, or reconnecting — even with graceful WebSocket close. They exist in the client JavaScript and may be delivered to the host connection only, but this could not be verified. Players learn about joins exclusively throughtextDescriptionsentity updates ("X joined."). There is no notification mechanism for player disconnection — Jackbox's design holds player slots open for reconnection indefinitely, and the concept of "leaving" does not exist in the UI or protocol.
Entity Operations (Client → Server)
Object entities (JSON key-value stores):
| Opcode | Description |
|---|---|
object/create |
Create a new object entity |
object/get |
Read an object entity's value |
object/set |
Replace an object entity's value (host-only for game entities) |
object/update |
Partially update an object entity |
object/echo |
Echo an object to all clients |
Text entities (string values):
| Opcode | Description |
|---|---|
text/create |
Create a new text entity |
text/get |
Read a text entity |
text/set |
Set a text entity's value |
text/update |
Update a text entity |
text/echo |
Echo text to all clients |
Number entities (numeric counters):
| Opcode | Description |
|---|---|
number/create |
Create a new number entity |
number/get |
Read a number entity |
number/increment |
Increment a number |
number/decrement |
Decrement a number |
number/update |
Set a number's value |
Stack entities (ordered collections):
| Opcode | Description |
|---|---|
stack/create |
Create a new stack |
stack/push |
Push an element |
stack/bulkpush |
Push multiple elements |
stack/pop |
Pop the top element |
stack/peek |
Read the top element without removing |
stack/element |
Get a specific element |
stack/elements |
Get all elements |
Doodle entities (drawing data):
| Opcode | Description |
|---|---|
doodle/create |
Create a new doodle |
doodle/get |
Get doodle data |
doodle/line |
Add a line to a doodle |
doodle/stroke |
Add a stroke to a doodle |
doodle/undo |
Undo the last stroke |
Room Operations (Client → Server)
| Opcode | Description | Permissions |
|---|---|---|
room/get-audience |
Get audience connection count | Any client |
room/lock |
Lock the room (prevent new joins) | Host only |
room/exit |
Close/destroy the room | Host only |
room/migrate |
Migrate room to another server | Host only |
room/set-password |
Set or change room password | Host only |
room/start-audience |
Enable audience connections | Host only |
room/get-audience response: {"connections": 1}
Client Communication (Client → Server)
| Opcode | Description |
|---|---|
client/send |
Send a message to a specific client by ID |
client/kick |
Kick a client from the room |
error/observed |
Acknowledge an error was observed |
client/send params: {"to": <clientId>, "body": {...}}
Audience Entity Types
| Type | Description |
|---|---|
audience/pn-counter |
Positive-negative counter (tracks audience count) |
audience/g-counter |
Grow-only counter |
audience/count-group |
Grouped count (for audience voting categories) |
audience/text-ring |
Ring buffer of text entries |
Error Codes
| Code | Message | Description |
|---|---|---|
| 2000 | missing Sec-WebSocket-Protocol header |
WebSocket connection missing required protocol |
| 2003 | invalid opcode |
Unrecognized opcode sent |
| 2007 | entity value is not of type {expected} |
Type mismatch (e.g., using text/get on an object entity) |
| 2023 | permission denied |
Operation not allowed for this client's role |
| 2027 | the room has already been closed |
Room ended but REST API may still return room info (REST/WS state divergence) |
| — | only the host can close the room |
Specific error for room/exit from non-host |
Entity Model
Ecast uses a typed entity system. Each entity has a key, a type, a val (value), a version counter, and a locked flag.
Entity Structure in client/welcome
Entities in the welcome message are arrays with three elements:
["object", {"key": "room", "val": {...}, "version": 0, "from": 1}, {"locked": false}]
- Type identifier (string):
"object","audience/pn-counter", etc. - Entity data (object):
key,val,version,from(originating client ID) - Metadata (object):
lockedflag
Entity Updates (object opcode)
When an entity changes, all subscribed clients receive an object message:
{
"pc": 569,
"opcode": "object",
"result": {
"key": "room",
"val": { ... },
"version": 2,
"from": 1
}
}
The version increments with each update. The from field indicates which client made the change (1 = host).
Core Entities
room (type: object)
The primary game state entity. Managed by the host.
{
"key": "room",
"val": {
"analytics": [{"appid": "drawful2-nx", "appname": "Drawful2", "appversion": "0.0.0", "screen": "drawful2-lobby"}],
"audience": {"playerInfo": {"username": "audience"}, "state": "Logo"},
"gameCanStart": true,
"gameFinished": false,
"gameIsStarting": false,
"lobbyState": "CanStart",
"locale": "en",
"platformId": "NX",
"state": "Lobby",
"strings": { ... }
}
}
| Field | Type | Description |
|---|---|---|
state |
string | Current game phase: "Lobby", "Gameplay", etc. |
lobbyState |
string | Lobby sub-state: "WaitingForMore", "CanStart", "Countdown", etc. |
gameCanStart |
boolean | Whether minimum player count is met |
gameFinished |
boolean | Whether the game has ended |
gameIsStarting |
boolean | Whether the start countdown is active |
analytics |
array | Game tracking metadata (appid, screen name) |
platformId |
string | Host platform ("NX" = Nintendo Switch, "steam", etc.) |
strings |
object | Localized UI strings |
player:{id} (type: object)
Per-player state. Created when a player joins. {id} matches the player's session ID from client/welcome.
{
"key": "player:2",
"val": {
"playerName": "probe1",
"playerIsVIP": true,
"playerCanStartGame": true,
"playerIndex": 0,
"state": "Draw",
"colors": ["#fb405a", "#7a2259"],
"classes": ["Player0"],
"playerInfo": {
"username": "PROBE1",
"sessionId": 2,
"playerIndex": 0
},
"prompt": {"html": "<div>please draw:</div> <div>a picture of yourself</div>"},
"size": {"height": 320, "width": 240},
"sketchOptions": { ... }
}
}
| Field | Type | Description |
|---|---|---|
playerName |
string | Lowercase display name |
playerIsVIP |
boolean | Whether this player is the VIP (first to join) |
playerCanStartGame |
boolean | Whether this player can trigger game start |
playerIndex |
number | Zero-based player order |
state |
string | Player's current state (game-specific) |
colors |
array | Assigned player colors |
playerInfo.username |
string | Original-case display name |
playerInfo.sessionId |
number | WebSocket session ID |
audience (type: audience/pn-counter)
Tracks the audience member count.
{
"key": "audience",
"count": 0
}
textDescriptions (type: object)
Human-readable event descriptions (join/leave notifications).
{
"key": "textDescriptions",
"val": {
"data": {"TEXT_DESCRIPTION_PLAYER_VIP": "PROBE1"},
"latestDescriptions": [
{"category": "TEXT_DESCRIPTION_PLAYER_JOINED_VIP", "id": 1, "text": "PROBE1 joined and is the VIP."},
{"category": "TEXT_DESCRIPTION_PLAYER_JOINED", "id": 2, "text": "PROBE3 joined."}
]
}
}
Categories observed:
TEXT_DESCRIPTION_PLAYER_JOINED_VIP— First player joined (becomes VIP)TEXT_DESCRIPTION_PLAYER_JOINED— Subsequent player joined
audiencePlayer (type: object)
Audience-specific state entity. Only sent to audience connections.
{
"key": "audiencePlayer",
"val": {
"analytics": [],
"audience": {"playerInfo": {"username": "audience"}, "state": "Logo"},
"locale": "en",
"platformId": "NX"
}
}
Game Lifecycle
Connection and Lobby
Client Server
│ │
│──── WebSocket connect ────────────►│
│ │
│◄─── client/welcome ───────────────│ (id, secret, entities, here, profile)
│◄─── object: textDescriptions ─────│ ("X joined")
│◄─── object: player:{id} (v0) ─────│ (empty initial entity)
│◄─── object: player:{id} (v1) ─────│ (full player state)
│◄─── object: room ─────────────────│ (lobbyState updated)
│ │
Player Join (from existing player's perspective)
When a new player joins, existing players receive:
objectupdate ontextDescriptionswith"X joined."inlatestDescriptionsobjectupdate onroom(e.g.,lobbyStatechanges from"WaitingForMore"to"CanStart")
There is no dedicated client/connected message sent to players — join detection relies on entity updates.
Game Start
The room entity transitions through these states:
lobbyState: "WaitingForMore"→ Fewer than minimum playerslobbyState: "CanStart"/gameCanStart: true→ Minimum players met, VIP can startgameIsStarting: true/lobbyState: "Countdown"→ Start countdown activestate: "Gameplay"→ Game has started- REST:
locked: true→ Room is locked, no new players can join
Game End
room.gameFinished: true→ Game is completeroom.statereturns to"Lobby"(for "same players" / "new players" options)- Player entities may contain
historyand result data
Reconnection
Players can reconnect to their existing session using the secret and id from their original client/welcome message. There are two reconnection methods:
Method 1 — Via secret and id query params (programmatic):
wss://{host}/api/v2/rooms/{code}/play?role=player&name={name}&format=json&secret={secret}&id={id}
Method 2 — Via deviceId (browser-based):
If the browser retains the same deviceId (stored in cookies/localStorage), the server automatically matches the reconnecting client to their previous session. The jackbox.tv UI shows a "RECONNECT" button instead of "PLAY" when it detects an existing session.
In both cases, the server responds with client/welcome containing:
reconnect: true- Same
idandsecretas the original session - Full current state of all entities (complete snapshot, not deltas)
Disconnection (or lack thereof)
Jackbox has no concept of "leaving" or "disconnecting." When a player's WebSocket closes (gracefully or otherwise), their player slot is held open indefinitely for reconnection. From the game's perspective, the player is still "in the game" — just temporarily unreachable.
Key behaviors:
- The
connectionsREST endpoint count does not decrease when a player's WebSocket closes. - The
herefield inclient/welcomecontinues to list disconnected players. - No
client/disconnectedevent is sent to other players. - No
textDescriptionsupdate is generated for disconnections. - The player's
player:{id}entity remains intact with its full state.
The only way a player slot is freed is if the room itself is destroyed (host closes the game) or the room times out.
REST/WebSocket state divergence: A room can be reported as existing by the REST API (
GET /rooms/{code}returns 200) while the WebSocket layer considers it ended (error code 2027). Always verify with a WebSocket connection attempt if the REST response seems stale.
Player & Room Management
Answers to common questions about managing players and rooms.
How to detect when players join or leave
Join detection:
- WebSocket (best): Watch for
textDescriptionsentity updates withcategory: "TEXT_DESCRIPTION_PLAYER_JOINED"or"TEXT_DESCRIPTION_PLAYER_JOINED_VIP". - WebSocket (initial): The
herefield inclient/welcomelists all registered players (see caveats below). - REST (polling):
GET /api/v2/rooms/{code}/connections— count increases when a new player joins.
Leave detection — the hard problem:
Jackbox does not have a concept of "leaving." Player slots are held open indefinitely for reconnection. There is:
- No
client/disconnectedevent sent to players. - No change in the
connectionsREST count when a player's WebSocket closes. - No
textDescriptionsupdate for disconnections. - No change in the
herefield — disconnected players remain listed.
In other words, the ecast API provides no mechanism to detect that a player has disconnected. The game treats all players as permanently in the room once joined. This is by design — the Jackbox UI has no "leave" button; a player who closes their browser can always reconnect.
Possible workarounds:
- Monitor game-specific player entity state changes (e.g., a drawing game might detect timeouts for players who don't submit).
- The game host (console) may have internal logic to handle absent players, but this is not exposed through the ecast API.
How to count players
Counting total player slots (who has ever joined):
Method 1 — REST /connections:
GET /api/v2/rooms/{code}/connections → {"connections": N}
N = host(1) + all player slots ever allocated + audience + shards. This count does not decrease when players disconnect. N - 1 gives the approximate number of player slots allocated.
Method 2 — WebSocket here field:
The client/welcome message includes a here object mapping session IDs to roles:
{
"1": {"id": 1, "roles": {"host": {}}},
"2": {"id": 2, "roles": {"player": {"name": "P1"}}},
"3": {"id": 3, "roles": {"player": {"name": "P2"}}},
"4": {"id": 4, "roles": {"player": {"name": "P3"}}}
}
Count entries where roles contains player. This includes both connected and disconnected players — here reflects all allocated slots, not just active WebSocket connections. The here field excludes the connecting client itself (you don't see yourself).
Counting currently-connected players:
There is no reliable API method to distinguish between connected and disconnected players. The connections count and here field both include disconnected players whose slots are held for reconnection.
Method 3 — WebSocket room/get-audience (audience count only):
Send {seq: N, opcode: "room/get-audience", params: {}} → response {"connections": M}
How to see maximum players allowed
REST: GET /api/v2/rooms/{code} → body.maxPlayers (e.g., 8 for Drawful 2)
Also available: body.minPlayers (e.g., 0)
How to detect when the game starts or lobby is locked
REST (polling): GET /api/v2/rooms/{code} → body.locked changes from false to true
WebSocket (real-time): Watch room entity updates for:
lobbyStatetransitions:"WaitingForMore"→"CanStart"→"Countdown"→ (game starts)gameCanStart: true→ minimum player count metgameIsStarting: true→ start countdown activestatechanges from"Lobby"to"Gameplay"
How to detect when the game completes
WebSocket: Watch room entity for gameFinished: true
REST: The room will either remain (if "same players" is chosen) or disappear (404 on room endpoint) if the host closes it.
Game stats and player stats
During gameplay: Player entities (player:{id}) contain game-specific state including history, playerInfo, and state-specific data.
After game completion: The room entity may contain result data. Player entities may contain history arrays with per-round results. The analytics array in the room entity tracks game screens/phases.
Specific stat fields are game-dependent (Drawful 2, Quiplash, etc. have different schemas).
Appendix: Raw Captures
Player client/welcome (initial connection)
{
"pc": 564,
"opcode": "client/welcome",
"result": {
"id": 2,
"name": "PROBE1",
"secret": "14496f20-83ed-4d1f-82bd-f2131f3c3c50",
"reconnect": false,
"deviceId": "0209922833.5aebbb0024f7bc2a3342d1",
"entities": {
"audience": ["audience/pn-counter", {"key": "audience", "count": 0}, {"locked": false}],
"room": ["object", {"key": "room", "val": {"state": "Lobby", "lobbyState": "WaitingForMore", "..."}, "version": 0, "from": 1}, {"locked": false}],
"textDescriptions": ["object", {"key": "textDescriptions", "val": {"..."}, "version": 0, "from": 1}, {"locked": false}]
},
"here": {
"1": {"id": 1, "roles": {"host": {}}}
},
"profile": {
"id": 2,
"roles": {"player": {"name": "PROBE1"}}
}
}
}
Audience client/welcome
{
"pc": 777,
"opcode": "client/welcome",
"result": {
"id": 4000001355,
"secret": "10affd0afb35892e73051b15",
"reconnect": false,
"entities": {
"audience": ["audience/pn-counter", {"key": "audience", "count": 0}, {"locked": false}],
"audiencePlayer": ["object", {"key": "audiencePlayer", "val": {"..."}, "version": 1, "from": 1}, {"locked": false}],
"room": ["object", {"key": "room", "val": {"..."}, "version": 4, "from": 1}, {"locked": false}],
"textDescriptions": ["object", {"key": "textDescriptions", "val": {"..."}, "version": 2, "from": 1}, {"locked": false}]
},
"here": null,
"profile": null
}
}
Key differences from player welcome:
idis in the 4 billion range (separated from player ID space)hereisnull(audience can't see the player list)profileisnull(audience has no player profile)- Includes
audiencePlayerentity (audience-specific state)
Reconnection client/welcome
{
"pc": 641,
"opcode": "client/welcome",
"result": {
"id": 2,
"name": "PROBE1",
"secret": "14496f20-83ed-4d1f-82bd-f2131f3c3c50",
"reconnect": true,
"deviceId": "0209922833.5aebbb0024f7bc2a3342d1",
"entities": { "..." },
"here": { "..." },
"profile": { "..." }
}
}
The reconnect: true flag distinguishes reconnections from new joins. Same id and secret are preserved.
Entity Update (player join observed by existing player)
{
"pc": 729,
"opcode": "object",
"result": {
"key": "textDescriptions",
"val": {
"data": {"TEXT_DESCRIPTION_PLAYER_VIP": "PROBE1"},
"latestDescriptions": [
{"category": "TEXT_DESCRIPTION_PLAYER_JOINED", "id": 2, "text": "PROBE3 joined."}
]
},
"version": 2,
"from": 1
}
}
Room State Transition (lobby → can start)
{
"pc": 735,
"opcode": "object",
"result": {
"key": "room",
"val": {
"gameCanStart": true,
"gameFinished": false,
"gameIsStarting": false,
"lobbyState": "CanStart",
"state": "Lobby"
},
"version": 5,
"from": 1
}
}
Error Response
{
"pc": 1600,
"opcode": "error",
"result": {
"code": 2003,
"msg": "invalid opcode"
}
}
Client → Server Request (object/get)
{
"seq": 1,
"opcode": "object/get",
"params": {
"key": "room"
}
}
Registered User Roles in here
{
"1": {"id": 1, "roles": {"host": {}}},
"2": {"id": 2, "roles": {"player": {"name": "P1"}}},
"3": {"id": 3, "roles": {"player": {"name": "P2"}}},
"4": {"id": 4, "roles": {"player": {"name": "P3"}}}
}
Known roles:
host— The game console/PC running the gameplayer— A player joined via jackbox.tv (includesname)shard— Internal connection (appears when audience is connected, possibly audience aggregator)
hereincludes disconnected players. Tested by connecting 3 players, closing all their WebSockets, then having a new player connect. The new player'sherefield listed all 3 previous players despite none of them having active WebSocket connections. This is consistent with Jackbox's slot-reservation model where player slots persist for reconnection.