Files
jackboxpartypack-gamepicker/docs/jackbox-ecast-api.md
cottongin af5e8cbd94 docs: comprehensive Jackbox ecast API reverse engineering
Adds complete documentation of the ecast platform covering:
- REST API (8 endpoints including newly discovered /connections, /info, /status)
- WebSocket protocol (connection, message format, 40+ opcodes)
- Entity model (room, player, audience, textDescriptions)
- Game lifecycle (lobby → start → gameplay → end)
- Player/room management answers (counting, join/leave detection, etc.)

Also adds scripts/ws-probe.js utility for direct WebSocket probing.

Made-with: Cursor
2026-03-20 09:39:17 -04:00

28 KiB

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

  1. Overview
  2. REST API Reference
  3. WebSocket Protocol Reference
  4. Entity Model
  5. Game Lifecycle
  6. Player & Room Management
  7. 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 the host / audienceHost fields 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: numAudience may not update in real-time for WebSocket-connected audience members. Consider using the WebSocket room/get-audience opcode for live counts.

GET /api/v2/rooms/{code}/connections

Active connection count. Includes all connection types (host, players, audience, shards).

Response: {"ok": true, "body": {"connections": 3}}

Important: This is the most reliable REST-based way to get a real-time count of connected entities. Subtract 1 for the host connection. Note that ungracefully disconnected clients may linger for up to 30-60 seconds before the server detects the dead connection.

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:

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)

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.
client/disconnected S→C Notification that another client disconnected.
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.

Note on client/connected and client/disconnected: These opcodes exist in the client JavaScript but were not observed during testing with player-role connections. They may only be delivered to the host connection, or may require specific server configuration.

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
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}]
  1. Type identifier (string): "object", "audience/pn-counter", etc.
  2. Entity data (object): key, val, version, from (originating client ID)
  3. Metadata (object): locked flag

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:

  1. object update on textDescriptions with "X joined." in latestDescriptions
  2. object update on room (e.g., lobbyState changes 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:

  1. lobbyState: "WaitingForMore" → Fewer than minimum players
  2. lobbyState: "CanStart" / gameCanStart: true → Minimum players met, VIP can start
  3. gameIsStarting: true / lobbyState: "Countdown" → Start countdown active
  4. state: "Gameplay" → Game has started
  5. REST: locked: true → Room is locked, no new players can join

Game End

  1. room.gameFinished: true → Game is complete
  2. room.state returns to "Lobby" (for "same players" / "new players" options)
  3. Player entities may contain history and result data

Reconnection

If a player reconnects with the same deviceId (browser cookie/localStorage), the server sends client/welcome with:

  • reconnect: true
  • Same id and secret as the original session
  • Full current state of all entities (not just deltas)

Disconnection

Graceful disconnection (WebSocket close code 1000) is processed immediately. Ungraceful disconnection (process kill, network drop) takes 30-60 seconds for the server to detect.

The connections REST endpoint reflects connection count changes. The here field in client/welcome shows stale connections until the server cleans them up.


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 textDescriptions entity updates with category: "TEXT_DESCRIPTION_PLAYER_JOINED" or "TEXT_DESCRIPTION_PLAYER_JOINED_VIP".
  • WebSocket (initial): The here field in client/welcome lists all currently connected users on first connect.
  • REST (polling): GET /api/v2/rooms/{code}/connections returns the total connection count.

Leave detection:

  • REST (polling): Poll GET /api/v2/rooms/{code}/connections and compare counts. This is currently the most reliable method.
  • WebSocket: client/disconnected opcode exists in the protocol but was not reliably observed during testing. May only be sent to the host.
  • Caveat: Ungraceful disconnects can take 30-60 seconds to be reflected.

How to count players

Method 1 — REST /connections (simplest, recommended):

GET /api/v2/rooms/{code}/connections → {"connections": N}

N includes host (1) + players + audience + internal connections (shards). To get player count: N - 1 - audienceCount - shardCount. For a rough estimate without audience: N - 1.

Method 2 — WebSocket here field (most accurate at connection time):

The client/welcome message includes a here object mapping session IDs to roles:

{
  "1": {"id": 1, "roles": {"host": {}}},
  "2": {"id": 2, "roles": {"player": {"name": "PROBE1"}}},
  "3": {"id": 3, "roles": {"player": {"name": "PROBE3"}}},
  "4": {"id": 4, "roles": {"shard": {}}}
}

Count entries where roles contains player. This gives exact player count at connection time but doesn't update in real-time.

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:

  • lobbyState transitions: "WaitingForMore""CanStart""Countdown" → (game starts)
  • gameCanStart: true → minimum player count met
  • gameIsStarting: true → start countdown active
  • state changes 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:

  • id is in the 4 billion range (separated from player ID space)
  • here is null (audience can't see the player list)
  • profile is null (audience has no player profile)
  • Includes audiencePlayer entity (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"
  }
}

Connected User Roles in here

{
  "1": {"id": 1, "roles": {"host": {}}},
  "2": {"id": 2, "roles": {"player": {"name": "PROBE1"}}},
  "3": {"id": 3, "roles": {"player": {"name": "PROBE3"}}},
  "4": {"id": 4, "roles": {"shard": {}}}
}

Known roles:

  • host — The game console/PC running the game
  • player — A player joined via jackbox.tv (includes name)
  • shard — Internal connection (possibly audience aggregator)