Files
jackboxpartypack-gamepicker/docs/api/websocket.md
cottongin 59db8f6ed7 feat: poll countdown timer, game-selection sync, source tracking, and multi-admin fixes
Work spanning May 7-10 across multiple sessions:

Poll winner detection + source column (May 7):
- Fix race condition in handleEndPolling where WS voting.ended cleared
  leadingGame before the setTimeout could capture the winner
- Add pollActiveRef guard to prevent late poll.leading messages from
  re-activating an ended poll
- Add 'source' column to session_games (dice/manual/poll) with backward-
  compatible fallback from manually_added flag
- Show indigo "Poll" badge in game lists (Picker, Home, SessionDetail)
- Include source in session export (JSON and text formats)

Multi-admin poll state sync (May 9):
- Enrich poll.start broadcast with pollStartedAt timestamp so all admin
  clients can start their timers from the correct time
- Enrich voting.ended broadcast with winnerGameId/Label/Votes so all
  admins see the winner prompt, not just the one who clicked End Poll
- Add poll.start WS handler in SessionInfo so Admin B sees polls started
  by Admin A without refreshing
- Make handleStartPolling optimistic with rollback on failure

WebSocket keepalive + auto-reconnect (May 9):
- Add 30s ping interval to SessionInfo WS connection (matching server's
  60s timeout) to prevent silent disconnects
- Add auto-reconnect on close with 3s delay
- Proper cleanup of ping interval, reconnect timeout, and onclose handler

Sync selected game across admin clients (May 10):
- New POST/DELETE /sessions/:id/game-selection endpoints with DB
  persistence (pending_game_id, pending_game_source columns)
- Broadcast game.picked/game.dismissed WS events to session subscribers
- handleDismissGame replaces inline setSelectedGame(null) calls
- Restore pending game selection on page load for late-joining admins
- Clear pending selection when game is formally added to session

Poll ending countdown timer (May 10):
- POST /:id/voting/end now accepts optional { delay } (0-300 seconds)
- New POST /:id/voting/cancel-end to abort a scheduled end
- New poll.ending and poll.ending.cancelled WS events
- poll_ending_at column on sessions table for crash recovery
- rescheduleEndingPolls() called on server startup to resume countdowns
- End Poll button opens popover with End Now / 5s / 10s / 30s / custom
- Red "Poll Ending" card with countdown display and Cancel button
- Document new WS events in docs/api/websocket.md

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-10 20:33:00 -04:00

683 lines
17 KiB
Markdown

# WebSocket Protocol
## 1. Overview
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
- 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
The WebSocket server runs on the same host and port as the HTTP API. Connect to `/api/sessions/live` to establish a live connection.
---
## 2. Connection Setup
**URL:** `ws://host:port/api/sessions/live`
- Use `ws://` for HTTP and `wss://` for HTTPS
- No query parameters are required
- Connection can be established without authentication (auth happens via a message after connect)
**JavaScript example:**
```javascript
const host = 'localhost';
const port = 5000;
const protocol = 'ws';
const ws = new WebSocket(`${protocol}://${host}:${port}/api/sessions/live`);
ws.onopen = () => {
console.log('Connected');
};
```
---
## 3. Authentication
Authentication is required for subscribing to sessions and for receiving most events. Send your JWT token in an `auth` message after connecting.
**Send (client → server):**
```json
{ "type": "auth", "token": "<jwt>" }
```
**Success response:**
```json
{ "type": "auth_success", "message": "Authenticated successfully" }
```
**Failure responses:**
```json
{ "type": "auth_error", "message": "Invalid or expired token" }
```
```json
{ "type": "auth_error", "message": "Token required" }
```
**JavaScript example:**
```javascript
// After opening the connection...
ws.send(JSON.stringify({
type: 'auth',
token: 'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9...'
}));
ws.onmessage = (event) => {
const msg = JSON.parse(event.data);
if (msg.type === 'auth_success') {
console.log('Authenticated');
} else if (msg.type === 'auth_error') {
console.error('Auth failed:', msg.message);
}
};
```
Obtain a JWT by calling `POST /api/auth/login` with your admin key.
---
## 4. Message Types — Client to Server
| Type | Required Fields | Description |
|-------------|-----------------|--------------------------------------|
| `auth` | `token` | Authenticate with a JWT |
| `subscribe` | `sessionId` | Subscribe to a session's events |
| `unsubscribe`| `sessionId` | Unsubscribe from a session |
| `ping` | — | Heartbeat; server responds with `pong` |
| `poll.leading` | `sessionId`, `gameId`, `label`, `votes` | Report current poll leader (rebroadcast to subscribers) |
### auth
```json
{ "type": "auth", "token": "<jwt>" }
```
### subscribe
Must be authenticated. You can subscribe to multiple sessions.
```json
{ "type": "subscribe", "sessionId": 3 }
```
### unsubscribe
Must be authenticated.
```json
{ "type": "unsubscribe", "sessionId": 3 }
```
### ping
```json
{ "type": "ping" }
```
---
## 5. Message Types — Server to Client
| Type | Description |
|---------------|------------------------------------------|
| `auth_success`| Authentication succeeded |
| `auth_error` | Authentication failed |
| `subscribed` | Successfully subscribed to a session |
| `unsubscribed`| Successfully unsubscribed from a session |
| `pong` | Response to client `ping` |
| `error` | General error (e.g., not 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) |
| `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) |
| `game.status` | Periodic game state heartbeat every 20s (broadcast to subscribers) |
| `player-count.updated` | Manual player count override (broadcast to subscribers) |
| `vote.received` | Live vote recorded (broadcast to subscribers) |
| `voting.ended` | Host ended the voting/polling period (broadcast to subscribers) |
| `poll.start` | Host started a new poll (broadcast to subscribers) |
| `poll.leading` | Current poll leader updated (broadcast to subscribers) |
| `poll.ending` | Poll is ending after a countdown (broadcast to subscribers) |
| `poll.ending.cancelled`| Scheduled poll end was cancelled (broadcast to subscribers) |
---
## 6. Event Reference
All server-sent events use this envelope:
```json
{
"type": "<event-type>",
"timestamp": "2026-03-15T20:30:00.000Z",
"data": { ... }
}
```
### session.started
- **Broadcast to:** All authenticated clients (not session-specific)
- **Triggered by:** `POST /api/sessions` (creating a new session)
**Data:**
```json
{
"session": {
"id": 3,
"is_active": 1,
"created_at": "2026-03-15T20:00:00",
"notes": "Friday game night"
}
}
```
### game.added
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `POST /api/sessions/{id}/games` (adding a game)
**Data:**
```json
{
"session": {
"id": 3,
"is_active": true,
"games_played": 5
},
"game": {
"id": 42,
"title": "Quiplash 3",
"pack_name": "Jackbox Party Pack 7",
"min_players": 3,
"max_players": 8,
"manually_added": false,
"room_code": "ABCD"
}
}
```
### session.ended
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `POST /api/sessions/{id}/close` (closing a session)
**Data:**
```json
{
"session": {
"id": 3,
"is_active": 0,
"games_played": 8
}
}
```
### 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`.
### game.status
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** Periodic 20-second heartbeat from an active shard monitor. Also available on demand via `GET /api/sessions/{sessionId}/games/{sessionGameId}/status-live`.
**Data:**
```json
{
"sessionId": 1,
"gameId": 5,
"roomCode": "LSBN",
"appTag": "drawful2international",
"maxPlayers": 8,
"playerCount": 4,
"players": ["Alice", "Bob", "Charlie", "Diana"],
"lobbyState": "CanStart",
"gameState": "Lobby",
"gameStarted": false,
"gameFinished": false,
"monitoring": true
}
```
### player-count.updated
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `PATCH /api/sessions/{sessionId}/games/{sessionGameId}/player-count` (manual override only)
**Data:**
```json
{
"sessionId": "3",
"gameId": "7",
"playerCount": 6,
"status": "completed"
}
```
### vote.received
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `POST /api/votes/live` (recording a live vote). Only fires for live votes, NOT chat-import.
**Data:**
```json
{
"sessionId": 5,
"game": {
"id": 42,
"title": "Quiplash 3",
"pack_name": "Party Pack 7"
},
"vote": {
"username": "viewer123",
"type": "up",
"timestamp": "2026-03-15T20:29:55.000Z"
},
"totals": {
"upvotes": 14,
"downvotes": 3,
"popularity_score": 11
}
}
```
### voting.ended
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `POST /api/sessions/:id/voting/end` (host ends the voting/polling period, either immediately or when a countdown reaches zero)
**Data:**
```json
{
"sessionId": 3,
"winnerGameId": 42,
"winnerLabel": "Quiplash 3",
"winnerVotes": 7
}
```
### poll.start
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `POST /api/sessions/:id/voting/start` (host starts a new poll)
**Data:**
```json
{
"sessionId": 3
}
```
### poll.leading
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** Downstream voting client sends `poll.leading` message (rebroadcast to all session subscribers)
**Data:**
```json
{
"sessionId": 3,
"gameId": 42,
"label": "Quiplash 3",
"votes": 7
}
```
### poll.ending
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `POST /api/sessions/:id/voting/end` with `{ "delay": N }` where N > 0
Signals that a countdown has started and the poll will automatically end when the timer reaches zero. All connected admin clients should display the countdown. The `endsAt` timestamp is authoritative; derive the remaining time on each client by comparing against the local clock.
**Data:**
```json
{
"sessionId": 3,
"endsAt": "2026-05-10T20:15:30.000Z",
"delaySeconds": 30
}
```
| Field | Type | Description |
|----------------|---------|--------------------------------------------------|
| `sessionId` | number | The session the poll belongs to |
| `endsAt` | string | ISO 8601 timestamp when the poll will auto-end |
| `delaySeconds` | number | Original delay requested (seconds, 1-300) |
### poll.ending.cancelled
- **Broadcast to:** Clients subscribed to the session
- **Triggered by:** `POST /api/sessions/:id/voting/cancel-end`
The scheduled poll end was cancelled by an admin. Clients should stop displaying the countdown and revert to the normal "Voting In Progress" state.
**Data:**
```json
{
"sessionId": 3
}
```
---
## 7. Error Handling
| Type | Message | When |
|--------------|----------------------------------------|-----------------------------------------|
| `error` | `Not authenticated` | subscribe/unsubscribe without auth |
| `error` | `Session ID required` | subscribe without `sessionId` |
| `error` | `Unknown message type: foo` | Unknown `type` in client message |
| `error` | `Invalid message format` | Unparseable or non-JSON message |
| `auth_error` | `Token required` | auth without token |
| `auth_error` | `Invalid or expired token` | auth with invalid/expired JWT |
---
## 8. Heartbeat and Timeout
- **Client → Server:** Send `{ "type": "ping" }` periodically
- **Server → Client:** Responds with `{ "type": "pong" }`
- **Timeout:** If no ping is received for **60 seconds**, the server terminates the connection
- **Server check:** The server checks for stale connections every **30 seconds**
Implement a heartbeat on the client to keep the connection alive:
```javascript
let pingInterval;
function startHeartbeat() {
pingInterval = setInterval(() => {
if (ws.readyState === WebSocket.OPEN) {
ws.send(JSON.stringify({ type: 'ping' }));
}
}, 30000); // every 30 seconds
}
ws.onopen = () => {
startHeartbeat();
};
ws.onclose = () => {
clearInterval(pingInterval);
};
```
---
## 9. Reconnection
The server does **not** maintain state across disconnects. After reconnecting:
1. **Re-authenticate** with an `auth` message
2. **Re-subscribe** to any sessions you were tracking
Implement exponential backoff for reconnection attempts:
```javascript
let reconnectAttempts = 0;
const maxReconnectAttempts = 10;
const baseDelay = 1000;
function connect() {
const ws = new WebSocket('ws://localhost:5000/api/sessions/live');
ws.onopen = () => {
reconnectAttempts = 0;
ws.send(JSON.stringify({ type: 'auth', token: jwt }));
// After auth_success, re-subscribe to sessions...
};
ws.onclose = () => {
if (reconnectAttempts < maxReconnectAttempts) {
const delay = Math.min(baseDelay * Math.pow(2, reconnectAttempts), 60000);
reconnectAttempts++;
setTimeout(connect, delay);
}
};
}
connect();
```
---
## 10. Complete Example
Full session lifecycle from connect to disconnect:
```javascript
const JWT = 'your-jwt-token';
const WS_URL = 'ws://localhost:5000/api/sessions/live';
const ws = new WebSocket(WS_URL);
let pingInterval;
let subscribedSessions = new Set();
function send(msg) {
if (ws.readyState === WebSocket.OPEN) {
ws.send(JSON.stringify(msg));
}
}
ws.onopen = () => {
console.log('Connected');
send({ type: 'auth', token: JWT });
pingInterval = setInterval(() => {
if (ws.readyState === WebSocket.OPEN) {
send({ type: 'ping' });
}
}, 30000);
};
ws.onmessage = (event) => {
const msg = JSON.parse(event.data);
switch (msg.type) {
case 'auth_success':
console.log('Authenticated');
send({ type: 'subscribe', sessionId: 3 });
break;
case 'auth_error':
console.error('Auth failed:', msg.message);
break;
case 'subscribed':
subscribedSessions.add(msg.sessionId);
console.log('Subscribed to session', msg.sessionId);
break;
case 'unsubscribed':
subscribedSessions.delete(msg.sessionId);
console.log('Unsubscribed from session', msg.sessionId);
break;
case 'pong':
// Heartbeat acknowledged
break;
case 'session.started':
console.log('New session:', msg.data.session);
break;
case 'game.added':
console.log('Game added:', msg.data.game.title, 'to session', msg.data.session.id);
break;
case 'session.ended':
console.log('Session ended:', msg.data.session.id);
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 'game.status':
console.log('Status heartbeat:', msg.data.roomCode, '- players:', msg.data.playerCount, '- state:', msg.data.gameState);
break;
case 'player-count.updated':
console.log('Player count:', msg.data.playerCount, 'for game', msg.data.gameId);
break;
case 'vote.received':
console.log('Vote:', msg.data.vote.type, 'from', msg.data.vote.username, 'for', msg.data.game.title, '- totals:', msg.data.totals);
break;
case 'error':
case 'auth_error':
console.error('Error:', msg.message);
break;
default:
console.log('Unknown message:', msg);
}
};
ws.onerror = (err) => console.error('WebSocket error:', err);
ws.onclose = () => {
clearInterval(pingInterval);
console.log('Disconnected');
};
// Later: unsubscribe and close
function disconnect() {
subscribedSessions.forEach((sessionId) => {
send({ type: 'unsubscribe', sessionId });
});
ws.close();
}
```