Node/TypeScript Stream Connector¶
The guide to the TypeScript STREAM client connector. The browser is its main target, and Unity WebGL and Godot Web builds use it. Node.js is not this connector's product runtime; it is used by tests and tools.
| Order | Document | Content |
|---|---|---|
| 1 | Stream Connector Overview | What it is for and where it runs, and its boundary with the server framework |
| 2 | Installation and the First Connection | Installing the package, the smallest connection, a first send and receive |
| 3 | Connector Options | The options, their defaults, and when a value is checked |
| 4 | Sending Packets | send and request, how a packet name is settled, codecs |
| 5 | Receiving Packets | Registering and unregistering, dispatch mode, the receive queue and its count |
| 6 | Connection Lifecycle | Connection state, reconnecting, heartbeat, the close reason |
| 7 | Error Handling | The closed set of error codes and how each language delivers them |
| 8 | Browser | Using it in a browser and the WebSocket constraints |
| 9 | Unity WebGL | Using it from a Unity WebGL build |
| 10 | Game Engine Integration | Connector choice by engine and the Engine Lobby sample |
| 11 | Node Protobuf Messaging | protobufjs generation, fixed-type pushes, explicit reply types |
| 12 | Node Protobuf Codecs and Types | Codec selection, multiple-message limits, server packet names |
The file number identifies the same chapter in every language. Chapters 1 to 7 are shared across all five.
Related Documents¶
- Public contract: Node/TypeScript public contract
- Server guide: Node/TypeScript server guide