https://github.com/digitalinteraction/portals
JavaScript library for connecting multiple peers using WebRTC
https://github.com/digitalinteraction/portals
esm husky library lint-staged nodejs npm-package prettier typescript webrtc websocket
Last synced: 3 months ago
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JavaScript library for connecting multiple peers using WebRTC
- Host: GitHub
- URL: https://github.com/digitalinteraction/portals
- Owner: digitalinteraction
- Created: 2022-10-11T13:46:45.000Z (over 3 years ago)
- Default Branch: main
- Last Pushed: 2022-11-07T21:45:00.000Z (over 3 years ago)
- Last Synced: 2025-04-04T12:14:46.272Z (about 1 year ago)
- Topics: esm, husky, library, lint-staged, nodejs, npm-package, prettier, typescript, webrtc, websocket
- Language: TypeScript
- Homepage: https://www.npmjs.com/package/@openlab/portals
- Size: 397 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- Changelog: CHANGELOG.md
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README
# portals.js
Portals is a pair of libraries for creating WebRTC connections between multiple parties, a "portal".
```sh
npm install @openlab/portals
```
> **portals.js** is ESM only.
## Server
All connections in a portal are peer-to-peer, but the first step needs a signalling server to establish those connections.
Portals provides an [agnostic library](#agnostic-library) to perform the signalling and a specific version
tailored for Node.js and [ws](https://github.com/websockets/ws).
**Node.js + express + ws**
```js
import http from 'http'
import express from 'express'
import { NodePortalServer } from '@openlab/portals/node-server.js'
const app = express()
const rooms = ['coffee-chat', 'home', 'misc']
const server = http.createServer(app)
const portal = new NodePortalServer({ server, path: '/portal', rooms })
server.listen(8080, () => console.log('Listening on :8080'))
```
> You'll need to `npm install express ws` to get the dependencies
## Client
On the client, there is a library for connecting to the signalling server,
connecting to a room and handling connections and disconnections within that room.
```js
import { NodePortalServer } from '@openlab/portals/client.js'
const rtc = {
iceServers: [
{ urls: 'stun:stun1.l.google.com:19302' },
{ urls: 'stun:stun2.l.google.com:19302' },
],
}
async function main() {
// Determine the room to join somehow
const url = new URL(location.href)
const room = url.searchParams.get('room')
// Create a WebSocket URL to the PortalServer
const server = new URL('portal', location.href)
server.protocol = server.protocol.replace(/^http/, 'ws')
// Request a MediaStream from the client's webcam
const stream = await navigator.mediaDevices.getUserMedia({
video: { width: 1280, height: 720 },
})
// Create the portal gun
const portalGun = new PortalGun({ room, url: server, rtc })
portalGun.addEventListener('connection', (portal) => {
// Add the local MediaStream to send video through the portal
// Note: This API is currently unstable
portal.addMediaStream(stream)
// Listen for tracks from the peer to recieve video through the portal
portal.peer.addEventListener('track', (event) => {
event.track.onunmute = () => {
console.debug('@connected', portal.target.id, event.streams[0])
// Render the track somehow
}
})
portal.addEventListener('error', (error) => {
// Handle an error connecting to this peer
// e.g. present the error to the user
})
})
// Stop rendering a peer that has disconnected
portalGun.addEventListener('disconnection', (portal) => {
console.debug('@disconnection', portal.target.id, null)
})
}
main()
```
You create a `PortalGun` which is responsible for talking to the signalling server and telling you about new and closed connections, known as "portals".
When you recieve a new portal, through `"connection"`, you pass it the local `MediaStream` and listen for tracks that it is sending. Its up to you what to do with those streams.
You have `portal.target.id` which is a unique id for that portal.
When a portal closes, through `"disconnection"`, you can clean up any rendering you previously did for it.
The `rtc` config is directly passed to the constructor of [RTCPeerConnection](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/RTCPeerConnection), so you can put any of those parameters in there.
## Full example
For a detailed example, see [example](./example) which is a full use of `NodePortalServer` on the backend and `PortalGun` on the frontend. The example is a local-cctv like system where any user that joins the room is added to a video-only screen where everyone can see everyone else.
It has a small server-side hack to bundle the client-side code using [esbuild](https://esbuild.github.io/).
## Agnostic library
If you don't want to use Node.js or want to use different libraries,
there is an an agnostic version of the server.
Below is an example for hooking up the portals library with a hypothetical socket server.
It needs to call these methods at the right times:
- `onConnection` - when a new socket has connected, it should implement `Traveller`
- `onMessage` - when a socket recieved a message from the portals client
- `onClose` - when a socket disconnected
There are extra hooks for debugging, exposed as events:
- `error` (Error) - emits when an error occured
- `debug` (string) - outputs debug messages
```ts
import { CustomSocketServer, CustomSocket } from 'custom-socket-lib'
import { PortalServer, Traveller } from '@openlab/portals/server.js'
const portals = new PortalServer({ rooms: ['home'] })
function getConnection(socket: CustomSocket, request: Request): Traveller {
const { id, room } = '/* get from socket */'
function send(type, payload, from) {
socket.send(JSON.stringify({ type, [type]: payload, from }))
}
return { id, room, send }
}
const sockets = new CustomSocketServer(/* ... */)
sockets.addEventListener('connection', (socket) => {
// 1. Tell portals about the new connection
const connection = getConnection(socket)
portals.onConnection(connection)
// 2. Tell portals about new messages
socket.addEventListener('message', (message) => {
const { type, [type]: payload, target = null } = JSON.parse(message)
portals.onMessage(connection, type, payload, target)
})
// 3. Tell portals about connections closing
socket.addEventListener('close', () => {
portals.onClose(connection)
})
})
// Optionally debug things
portals.addEventListener('error', (error) => console.error(error))
portals.addEventListener('debug', (message) => console.debug(message))
```
You wrap your library's transport into a `Traveller` object that the library
will store and use to send messages to clients.
You can get the `id` or `room` from the connecting client or you can generate them.
The client expects WebSocket messages in a certain format, defined below,
so the `send` method should format them in this way.
> `crypto.randomUUID()` is good for generating client ids.
When a client disconnects you need to tell the PortalServer with `onClose` and pass the traveller object.
When a client recieves a message, tell the PortalServer with `onMessage`.
The client has a default payload structure, defined below.
**client → server messages**
The client sends messages up to the server as JSON.
It always has `type` as a string, then the "type" is used as a key is used to put the payload in.
`target` is optional and may contain the id of the specific client they want to talk to.
```json
{ "type": "ice", "ice": { "key": "value" }, "target": "abcdef" }
```
On the client, you can pass a `composeMessage` method to provide your own format.
**server → client messages**
The server sends messages down to the client as JSON.
It always has `type` as a string, then the "type" is used as a key is used to put the payload in.
`from` is optional and may contain the id of the specific client that send the message.
```json
{ "type": "ice", "ice": { "key": "value" }, "from": "abcdef" }
```
On the client, you can pass a `parseMessage` method to parse a custom format your server might use.
## Signals
There are types for the different messages that are sent up and down from the server, these are currently in [src/lib.ts](./src/lib.ts)
**InfoSignal**
Sent to clients when members join and leave the room.
It contains the id of the client, the other members in the room
and whether to be "nice" to them or not
(used as part of the WebRTC call).
**ErrorSignal**
When the client did something wrong, it has an error
which the client could use to rectify it, or let the developer know what to fix. Error codes:
- `room_not_set` - sent when a client joined and didn't set the `?room` URL parameter.
- `room_not_found` - sent when a client joined, messaged or left with a room that doesn't exist.
**DescriptionSignal**
Used as part of the WebRTC calling, [more info](https://developer.mozilla.org/en-US/docs/Web/API/RTCSessionDescription)
**CandidateSignal**
Used as part of the WebRTC calling, [more info](https://developer.mozilla.org/en-US/docs/Web/API/RTCIceCandidate)
## Future work / ideas
- designing the server to be horizontally scalable
- can rooms be in redis somehow, or backed by socket.io?
- dynamic rooms / API for existing rooms
- Data connections
- add automated tests
- explore Deno usage
- pull rtc configuration from the server?
- simplify payload structure?
- explore what happens when MediaStreams break
- abstract away from WebSockets?
- what to do with signaller 'disconnection' / 'reconnection' events
- rename current portal events to 'opened' / 'closed' ?
- better name for 'signaller'
- enable custom signals for library-users to use
## Non-goals
- Anything not peer-to-peer or more complicated topologies