Is there any documentation around? I have no idea how any of this code works, and it doesn't seem to similar to the web apps that I have seen before. Haven't worked with melody before either...
The server works by using HTML5 Websockets (https://developer.mozilla.org/en-US/docs/WebSockets) which allows browsers to do full duplex communication with the servers (they can push and receive messages without having to poll).
The implementation of the multiplayer itself is very simple and consists of these steps:
* Pair up players using a map from one session to another.
That's really neat - forgive my ignorance on the subject, but how possible is something like this for local multiplayer games in general (outside of NES)? With all the streaming options we've seen recently, I'm surprised something like this hasn't been developed.
I think that would be a beyond the scope of this project which is to demo Go websockets, I wanted to keep it as simple as possible and not hack the JSNES source code.
Although it would be a cool thing to make a production ready web hosted multiplayer NES.
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[ 3.5 ms ] story [ 55.7 ms ] threadThe implementation of the multiplayer itself is very simple and consists of these steps:
* Pair up players using a map from one session to another.
* Start an instance of https://github.com/bfirsh/jsnes on Player 1
* Screenshot the canvas of JSNES using toDataUrl.
* Send the screenshot to Player 2 and render it into a canvas.
* Send Player 2's keyup and keydown event's to Player 1.
The communication over the WebSocket is very fast, the screenshot is being sent at 30 frames per second.
Melody is just a small framework to make WebSockets easier to work with.
* Clear and easy interface similar to net/http or Gin with event handlers.
* A simple way to broadcast to all or selected connected sessions.
* Message buffers making concurrent writing safe.
* Automatic handling of ping/pong and session timeouts.
Although it would be a cool thing to make a production ready web hosted multiplayer NES.