Files
jackboxpartypack-gamepicker/docs/BOT_INTEGRATION.md
cottongin 84398ebdd0 Reorganize project: move docs to docs/ and test scripts to tests/
Moved 9 documentation .md files from root into docs/.
Moved 4 test scripts from root into tests/.
Updated cross-references in README.md and docs to reflect new paths.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-02-07 14:07:39 -05:00

18 KiB

Bot Integration Guide

This guide explains how to integrate your bot with the Jackbox Game Picker API for live voting and game notifications.

Table of Contents

  1. Live Voting (Bot → API)
  2. Game Notifications (API → Bot)
  3. Webhook Management
  4. Testing
  5. Available Events

Live Voting (Bot → API)

Your bot can send real-time votes to the API when it detects "thisgame++" or "thisgame--" in Kosmi chat.

Endpoint

POST /api/votes/live

Authentication

Requires JWT token in Authorization header:

Authorization: Bearer YOUR_JWT_TOKEN

Request Body

{
  "username": "string",     // Username of the voter
  "vote": "up" | "down",    // "up" for thisgame++, "down" for thisgame--
  "timestamp": "string"     // ISO 8601 timestamp (e.g., "2025-11-01T20:30:00Z")
}

Response (Success)

{
  "success": true,
  "message": "Vote recorded successfully",
  "session": {
    "id": 123,
    "games_played": 5
  },
  "game": {
    "id": 45,
    "title": "Fibbage 4",
    "upvotes": 46,
    "downvotes": 3,
    "popularity_score": 43
  },
  "vote": {
    "username": "TestUser",
    "type": "up",
    "timestamp": "2025-11-01T20:30:00Z"
  }
}

Error Responses

  • 400 Bad Request: Invalid payload or timestamp format
  • 404 Not Found: No active session or timestamp doesn't match any game
  • 409 Conflict: Duplicate vote (within 1 second of previous vote from same user)
  • 500 Internal Server Error: Server error

Example Implementation (Node.js)

// When bot detects "thisgame++" or "thisgame--" in Kosmi chat
async function handleVote(username, message) {
  const isUpvote = message.includes('thisgame++');
  const isDownvote = message.includes('thisgame--');
  
  if (!isUpvote && !isDownvote) return;
  
  try {
    const response = await fetch('http://your-api-url/api/votes/live', {
      method: 'POST',
      headers: {
        'Authorization': `Bearer ${process.env.JWT_TOKEN}`,
        'Content-Type': 'application/json'
      },
      body: JSON.stringify({
        username: username,
        vote: isUpvote ? 'up' : 'down',
        timestamp: new Date().toISOString()
      })
    });
    
    const data = await response.json();
    
    if (response.ok) {
      console.log(`Vote recorded for ${data.game.title}: ${data.game.upvotes}👍 ${data.game.downvotes}👎`);
    } else {
      console.error('Vote failed:', data.error);
    }
  } catch (error) {
    console.error('Error sending vote:', error);
  }
}

Important Notes

  • Deduplication: Votes from the same user within 1 second are automatically rejected to prevent spam
  • Timestamp Matching: The API matches the vote timestamp to the correct game based on when games were played
  • Active Session Required: Votes can only be recorded when there's an active session with games played

Game Notifications (API → Bot)

The API can notify your bot when games are added to a session, allowing you to announce "Coming up next: Game Title!" in Kosmi chat.

There are two integration methods available:

  1. WebSocket (Recommended): Real-time bidirectional communication, simpler setup, works through firewalls
  2. Webhooks: Traditional HTTP callbacks, good for serverless/stateless integrations

WebSocket provides real-time event streaming from the API to your bot. This is the recommended approach as it:

  • Works through firewalls and NAT (bot initiates connection)
  • No need to expose inbound ports
  • Automatic reconnection on disconnect
  • Lower latency than webhooks
  • Bidirectional communication

Connection Flow

  1. Bot connects to WebSocket endpoint
  2. Bot authenticates with JWT token
  3. Bot subscribes to active session
  4. Bot receives game.added events in real-time

WebSocket Endpoint

wss://your-api-url/api/sessions/live

Message Protocol

All messages are JSON-formatted.

Client → Server Messages:

// 1. Authenticate (first message after connecting)
{
  "type": "auth",
  "token": "YOUR_JWT_TOKEN"
}

// 2. Subscribe to a session
{
  "type": "subscribe",
  "sessionId": 123
}

// 3. Unsubscribe from a session
{
  "type": "unsubscribe",
  "sessionId": 123
}

// 4. Heartbeat (keep connection alive)
{
  "type": "ping"
}

Server → Client Messages:

// Authentication success
{
  "type": "auth_success",
  "message": "Authenticated successfully"
}

// Authentication failure
{
  "type": "auth_error",
  "message": "Invalid or expired token"
}

// Subscription confirmed
{
  "type": "subscribed",
  "sessionId": 123,
  "message": "Subscribed to session 123"
}

// Game added event
{
  "type": "game.added",
  "timestamp": "2025-11-01T20:30:00Z",
  "data": {
    "session": {
      "id": 123,
      "is_active": true,
      "games_played": 5
    },
    "game": {
      "id": 45,
      "title": "Fibbage 4",
      "pack_name": "The Jackbox Party Pack 9",
      "min_players": 2,
      "max_players": 8,
      "manually_added": false,
      "room_code": "JYET"
    }
  }
}

// Session started event (broadcast to all authenticated clients)
{
  "type": "session.started",
  "timestamp": "2025-11-01T20:00:00Z",
  "data": {
    "session": {
      "id": 123,
      "is_active": true,
      "created_at": "2025-11-01T20:00:00Z",
      "notes": "Friday game night"
    }
  }
}

// Session ended event (broadcast to session subscribers)
{
  "type": "session.ended",
  "timestamp": "2025-11-01T23:00:00Z",
  "data": {
    "session": {
      "id": 123,
      "is_active": false,
      "games_played": 8
    }
  }
}

// Game started event (broadcast to session subscribers)
// Fired when the Jackbox room becomes locked, meaning gameplay has begun
{
  "type": "game.started",
  "timestamp": "2025-11-01T20:31:00Z",
  "data": {
    "sessionId": 123,
    "gameId": 456,
    "roomCode": "JYET",
    "maxPlayers": 8
  }
}

// Audience joined event (broadcast to session subscribers)
// Confirms the app successfully joined a Jackbox room as an audience member
{
  "type": "audience.joined",
  "timestamp": "2025-11-01T20:31:05Z",
  "data": {
    "sessionId": 123,
    "gameId": 456,
    "roomCode": "JYET"
  }
}

// Heartbeat response
{
  "type": "pong"
}

// Error
{
  "type": "error",
  "message": "Error description"
}

Example Implementation (Node.js)

const WebSocket = require('ws');

class JackboxWebSocketClient {
  constructor(apiURL, jwtToken) {
    this.apiURL = apiURL.replace(/^http/, 'ws') + '/api/sessions/live';
    this.jwtToken = jwtToken;
    this.ws = null;
    this.reconnectDelay = 1000;
    this.maxReconnectDelay = 30000;
  }

  connect() {
    this.ws = new WebSocket(this.apiURL);

    this.ws.on('open', () => {
      console.log('WebSocket connected');
      this.authenticate();
      this.startHeartbeat();
    });

    this.ws.on('message', (data) => {
      this.handleMessage(JSON.parse(data));
    });

    this.ws.on('close', () => {
      console.log('WebSocket disconnected, reconnecting...');
      this.reconnect();
    });

    this.ws.on('error', (err) => {
      console.error('WebSocket error:', err);
    });
  }

  authenticate() {
    this.send({ type: 'auth', token: this.jwtToken });
  }

  subscribe(sessionId) {
    this.send({ type: 'subscribe', sessionId });
  }

  send(message) {
    if (this.ws && this.ws.readyState === WebSocket.OPEN) {
      this.ws.send(JSON.stringify(message));
    }
  }

  handleMessage(message) {
    switch (message.type) {
      case 'auth_success':
        console.log('Authenticated successfully');
        // Get active session and subscribe
        this.getActiveSessionAndSubscribe();
        break;

      case 'auth_error':
        console.error('Authentication failed:', message.message);
        break;

      case 'subscribed':
        console.log('Subscribed to session:', message.sessionId);
        break;

      case 'game.added':
        this.handleGameAdded(message.data);
        break;

      case 'pong':
        // Heartbeat response
        break;

      case 'error':
        console.error('Server error:', message.message);
        break;
    }
  }

  handleGameAdded(data) {
    const { game } = data;
    
    // Build announcement with room code if available
    let announcement = `🎮 Coming up next: ${game.title}!`;
    if (game.room_code) {
      announcement += ` Join at jackbox.tv with code: ${game.room_code}`;
    }
    
    // Send to your chat platform (e.g., Kosmi chat)
    this.broadcastToChat(announcement);
  }

  startHeartbeat() {
    setInterval(() => {
      this.send({ type: 'ping' });
    }, 30000); // Every 30 seconds
  }

  reconnect() {
    setTimeout(() => {
      this.connect();
      this.reconnectDelay = Math.min(this.reconnectDelay * 2, this.maxReconnectDelay);
    }, this.reconnectDelay);
  }

  async getActiveSessionAndSubscribe() {
    // Fetch active session from REST API
    const response = await fetch(`${this.apiURL.replace('/api/sessions/live', '')}/api/sessions/active`, {
      headers: { 'Authorization': `Bearer ${this.jwtToken}` }
    });
    
    if (response.ok) {
      const session = await response.json();
      if (session && session.id) {
        this.subscribe(session.id);
      }
    }
  }

  broadcastToChat(message) {
    // Implement your chat platform integration here
    console.log('Broadcasting:', message);
  }
}

// Usage
const client = new JackboxWebSocketClient('https://your-api-url', 'YOUR_JWT_TOKEN');
client.connect();

Example Implementation (Go)

See the reference implementation in irc-kosmi-relay/bridge/jackbox/websocket_client.go.


Webhook Integration

Webhooks are HTTP callbacks sent from the API to your bot when events occur. This is an alternative to WebSocket for bots that prefer stateless integrations.

Webhook Event: game.added

Triggered whenever a game is added to an active session (either via picker or manual selection).

Webhook Payload

{
  "event": "game.added",
  "timestamp": "2025-11-01T20:30:00Z",
  "data": {
    "session": {
      "id": 123,
      "is_active": true,
      "games_played": 5
    },
    "game": {
      "id": 45,
      "title": "Fibbage 4",
      "pack_name": "The Jackbox Party Pack 9",
      "min_players": 2,
      "max_players": 8,
      "manually_added": false,
      "room_code": "JYET"
    }
  }
}

Note: room_code is the 4-character Jackbox room code (e.g. "JYET"). It will be null if no room code was provided when the game was added.

Webhook Headers

The API sends the following headers with each webhook:

  • Content-Type: application/json
  • X-Webhook-Signature: sha256=<hmac_signature> - HMAC-SHA256 signature for verification
  • X-Webhook-Event: game.added - Event type
  • User-Agent: Jackbox-Game-Picker-Webhook/1.0

Signature Verification

IMPORTANT: Always verify the webhook signature to ensure the request is authentic.

const crypto = require('crypto');

function verifyWebhookSignature(signature, payload, secret) {
  if (!signature || !signature.startsWith('sha256=')) {
    return false;
  }
  
  const expectedSignature = 'sha256=' + crypto
    .createHmac('sha256', secret)
    .update(JSON.stringify(payload))
    .digest('hex');
  
  // Use timing-safe comparison
  try {
    return crypto.timingSafeEqual(
      Buffer.from(signature),
      Buffer.from(expectedSignature)
    );
  } catch (err) {
    return false;
  }
}

Example Implementation (Express.js)

const express = require('express');
const crypto = require('crypto');

const app = express();

// IMPORTANT: Use express.json() with verify option to get raw body
app.use(express.json({
  verify: (req, res, buf) => {
    req.rawBody = buf.toString('utf8');
  }
}));

app.post('/webhook/jackbox', (req, res) => {
  const signature = req.headers['x-webhook-signature'];
  const secret = process.env.WEBHOOK_SECRET; // Your webhook secret
  
  // Verify signature
  if (!signature || !signature.startsWith('sha256=')) {
    return res.status(401).send('Missing or invalid signature');
  }
  
  const expectedSignature = 'sha256=' + crypto
    .createHmac('sha256', secret)
    .update(req.rawBody)
    .digest('hex');
  
  // Timing-safe comparison
  try {
    if (!crypto.timingSafeEqual(Buffer.from(signature), Buffer.from(expectedSignature))) {
      return res.status(401).send('Invalid signature');
    }
  } catch (err) {
    return res.status(401).send('Invalid signature');
  }
  
  // Handle the event
  if (req.body.event === 'game.added') {
    const game = req.body.data.game;
    
    // Build announcement with room code if available
    let message = `🎮 Coming up next: ${game.title}!`;
    if (game.room_code) {
      message += ` Join at jackbox.tv with code: ${game.room_code}`;
    }
    
    // Send message to Kosmi chat
    sendKosmiMessage(message);
    
    console.log(`Announced game: ${game.title} from ${game.pack_name} (code: ${game.room_code || 'N/A'})`);
  }
  
  // Always respond with 200 OK
  res.status(200).send('OK');
});

function sendKosmiMessage(message) {
  // Your Kosmi chat integration here
  console.log('Sending to Kosmi:', message);
}

app.listen(3001, () => {
  console.log('Webhook receiver listening on port 3001');
});

Webhook Management

You can manage webhooks through the API using the following endpoints (all require JWT authentication).

List All Webhooks

GET /api/webhooks
Authorization: Bearer YOUR_JWT_TOKEN

Create Webhook

POST /api/webhooks
Authorization: Bearer YOUR_JWT_TOKEN
Content-Type: application/json

{
  "name": "Kosmi Bot",
  "url": "http://your-bot-url/webhook/jackbox",
  "secret": "your_shared_secret_key",
  "events": ["game.added"]
}

Update Webhook

PATCH /api/webhooks/:id
Authorization: Bearer YOUR_JWT_TOKEN
Content-Type: application/json

{
  "enabled": false  // Disable webhook
}

Delete Webhook

DELETE /api/webhooks/:id
Authorization: Bearer YOUR_JWT_TOKEN

Test Webhook

POST /api/webhooks/test/:id
Authorization: Bearer YOUR_JWT_TOKEN

Sends a test game.added event to verify your webhook is working.

View Webhook Logs

GET /api/webhooks/:id/logs?limit=50
Authorization: Bearer YOUR_JWT_TOKEN

Returns recent webhook delivery attempts with status codes and errors.


Testing

Test Live Voting

# Get your JWT token first
curl -X POST "http://localhost:5000/api/auth/login" \
  -H "Content-Type: application/json" \
  -d '{"apiKey": "YOUR_API_KEY"}'

# Send a test vote
curl -X POST "http://localhost:5000/api/votes/live" \
  -H "Authorization: Bearer YOUR_JWT_TOKEN" \
  -H "Content-Type: application/json" \
  -d '{
    "username": "TestUser",
    "vote": "up",
    "timestamp": "2025-11-01T20:30:00Z"
  }'

Test Webhooks

# Create a webhook
curl -X POST "http://localhost:5000/api/webhooks" \
  -H "Authorization: Bearer YOUR_JWT_TOKEN" \
  -H "Content-Type: application/json" \
  -d '{
    "name": "Test Webhook",
    "url": "http://localhost:3001/webhook/jackbox",
    "secret": "test_secret_123",
    "events": ["game.added"]
  }'

# Test the webhook
curl -X POST "http://localhost:5000/api/webhooks/test/1" \
  -H "Authorization: Bearer YOUR_JWT_TOKEN"

# Check webhook logs
curl -X GET "http://localhost:5000/api/webhooks/1/logs" \
  -H "Authorization: Bearer YOUR_JWT_TOKEN"

Available Events

Webhook Events

  • game.added - Triggered when a game is added to an active session. Includes room_code (the 4-character Jackbox join code) if one was provided.

WebSocket Events

  • game.added - Triggered when a game is added to an active session. Sent to clients subscribed to that session. Includes room_code.
  • session.started - Triggered when a new session is created. Broadcast to all authenticated clients (no subscription required).
  • session.ended - Triggered when a session is closed. Sent to clients subscribed to that session.
  • game.started - Triggered when the Jackbox room becomes locked (gameplay has begun). Detected by polling the Jackbox REST API every 10 seconds. Sent to clients subscribed to that session. Includes roomCode and maxPlayers.
  • audience.joined - Triggered when the app successfully joins a Jackbox room as an audience member. Sent to clients subscribed to that session. This confirms the room code is valid and the game is being monitored.
  • player-count.updated - Triggered when the player count for a game is updated. Sent to clients subscribed to that session.

Tip: To receive session.started events, your bot only needs to authenticate — no subscription is needed. Once you receive a session.started event, subscribe to the new session ID to receive game.added and session.ended events for it.

More events may be added in the future (e.g., vote.recorded).


Security Best Practices

  1. Always verify webhook signatures - Never trust webhook payloads without verification
  2. Use HTTPS in production - Webhook URLs should use HTTPS to prevent man-in-the-middle attacks
  3. Keep secrets secure - Store webhook secrets in environment variables, never in code
  4. Implement rate limiting - Protect your webhook endpoints from abuse
  5. Log webhook activity - Keep logs of webhook deliveries for debugging
  6. Use strong secrets - Generate cryptographically secure random strings for webhook secrets

Troubleshooting

Votes Not Being Recorded

  • Check that there's an active session with games played
  • Verify the timestamp is within the timeframe of a played game
  • Ensure you're not sending duplicate votes within 1 second
  • Check API logs for error messages

Webhooks Not Being Received

  • Verify your webhook URL is publicly accessible
  • Check webhook logs via /api/webhooks/:id/logs
  • Test with ngrok or similar tool if developing locally
  • Ensure your webhook endpoint responds with 200 OK
  • Check that webhook is enabled in the database

Signature Verification Failing

  • Ensure you're using the raw request body for signature verification
  • Check that the secret matches what's stored in the database
  • Verify you're using HMAC-SHA256 algorithm
  • Make sure to prefix with "sha256=" when comparing

Support

For issues or questions, contact: cottongin@cottongin.xyz