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Websockets API Documentation
The Websockets API allows to connect web applications (compatible with the ws/wss protocol) to Escapp in real-time, allowing participants not only to solve puzzles from outside Escapp but also to synchronize their progress with their team mates and to receive notifications in real-time (messages from the teacher, changes in the leaderboard, new puzzles solved by their team members, new hints obtained by their team members, etc.) Add a custom footer
In order to connect to the WebSockets API you need the socket.io
library. You can add it by inserting this line in your HTML.
<script src="https://cdnjs.cloudflare.com/ajax/libs/socket.io/2.3.0/socket.io.slim.js"></script>
Then, you need to establish the connection:
var socket = io(SERVER_URL, {query: {
"escapeRoom": ESCAPE_ROOM_ID,
"email": STUDENT_EMAIL,
"token": STUDENT_TOKEN,
// Optional (if you don't have the token)
"password": STUDENT_PASSWORD
}});
The SERVER_URL
should be using the ws://
protocol in development and the wss://
protocol in production.
NOTE
In order to establish a connection to the Websockets API for an escape room participant, no HTTP sessions with any other user should be open in Escapp in the same browser. Take into account that the API is only for participants, so you need to provide student credentials in order to make use (even in testing mode) of the API.
Messages sent from the client to the server through the Websockets API.
In order to send these messages you can use the emit
function exposed by the socket object:
socket.emit("MESSAGE_NAME", payload);
You just need to provide the message name and the payload (an object with specific keys and values depending on the message).
Submits an answer to a puzzle on behalf of the whole team
Message type: SOLVE_PUZZLE
Payload:
Key | Description |
---|---|
puzzleOrder | Order that the puzzle occupies in the escaper room puzzle list |
sol | Answer to the puzzle provided by the player |
Requests a hint on behalf of the whole team
Message type: REQUEST_HINT
Payload:
Key | Description |
---|---|
status | Whether they should obtain a hint or not. If yes, the value is completed , if not the value should be failed
|
score | The score obtained in the hint quiz (100 if there is no quiz) |
category | The hint category (if any) |
Starts playing the escape room on behalf of the whole team. If attendance is taken individually, only the players that log in to the escape room (via API or through the platform) will be considered present
Message type: START_PLAYING
Payload: None
Messages sent from the server to the client through the Websockets API.
In order to receive these messages you can use the on
function exposed by the socket object and specify which message you want to listen to:
socket.on("MESSAGE_NAME", (payload)=>{
append(payload);
});
Messages generated by the socket.io
library
The connection to the socket server was established correctly
Message type: connect
Payload: None
The connection to the socket server was finished
Message type: disconnect
Payload: None
An error took place on the server side
Message type: error
Payload: Error message
There was an error connecting to the server
Message type: connect_error
Payload:
Custom notification sent by the teacher. It can be sent to the team, to the shift participants, or to the whole escape room participants
Message type: MESSAGE
Payload:
Key | Description |
---|---|
msg | Custom message |
Messages sent to individual participants
Message type: INITIAL_INFO
Payload:
Key | Description |
---|---|
code | Response code. OK if everything goes fine. NOK if something fails |
authentication | Authentication code. Check the REST API docs for more info |
token | User token |
participation | Participation code. Check the REST API docs for more info |
msg | Message indicating whether there was an error |
erState | Escape room state object including the number of puzzles solved, the leaderboard, the progress, etc. |
connectedMembers | Number of team members currently connected to the Websocket API |
Messages that are specific to a single team
A new team member joined the escape room
Message type: JOIN
Payload:
Key | Description |
---|---|
username | E-mail of the member that joined the room |
connectedMembers | Number of currently connected members (including the new one) |
A team member left the escape room
Message type: LEAVE
Payload:
Key | Description |
---|---|
username | E-mail of the member that left the room |
connectedMembers | Number of currently connected members (after departure) |
Response to the START_PLAYING
message (whether sent via the Websocket API, the REST API, or by manually clicking the Start button on the Escapp web platform). It is received any time a team attempts to start playing the escape room (whether authorized or not)
Message type: TEAM_STARTED
Payload:
Key | Description |
---|---|
code | Response code. OK if everything goes fine. NOK if something fails |
authentication | Authentication code. Check the REST API docs for more info |
participation | Participation code. Check the REST API docs for more info |
msg | Message indicating whether there was an error |
erState | Escape room state object including the number of puzzles solved, the leaderboard, the progress, etc. |
Response to a hint request by any team member
Message type: HINT_RESPONSE
Payload:
Key | Description |
---|---|
code | Response code. OK if everything goes fine. NOK if something fails |
authentication | Authentication code. Check the REST API docs for more info |
participation | Participation code. Check the REST API docs for more info |
hintOrder | Number of hint received |
puzzleOrder | Number of puzzle to which the hint received belongs |
category | Category to which the hint belongs |
msg | Hint content |
Response to a puzzle answer submission by any team member
Message type: PUZZLE_RESPONSE
Payload:
Key | Description |
---|---|
code | Response code. OK if everything goes fine. NOK if something fails |
authentication | Authentication code. Check the REST API docs for more info |
participation | Participation code. Check the REST API docs for more info |
correctAnswer |
true if the submitted answer was correct, false otherwise |
puzzleOrder | Order that the puzzle occupies in the escaper room puzzle list |
msg | Message explaining the result obtained |
erState | Escape room state object including the number of puzzles solved, the leaderboard, the progress, etc. |
content | Team interface content necessary to solve the next puzzle |
Messages that all the participants of a shift receive.
A new team has joined the current shift of the escape room
Message type: JOIN_TEAM
Payload:
Key | Description |
---|---|
teamId | Id of the team that just joined |
ranking | Leaderboard content |
A team has left the current shift of the escape room
Message type: LEAVE_TEAM
Payload:
Key | Description |
---|---|
teamId | Id of the team that just left |
ranking | Leaderboard content |
A new participant of another team has joined the current shift of the escape room
Message type: JOIN_PARTICIPANT
Payload:
Key | Description |
---|---|
username | E-mail of the participant that just joined |
teamId | Id of the team to which the new participant belongs |
ranking | Leaderboard content |
A participant of another team has left the current shift of the escape room
Message type: LEAVE_PARTICIPANT
Payload:
Key | Description |
---|---|
username | E-mail of the participant that just left |
teamId | Id of the team to which the participant belongs |
ranking | Leaderboard content |
The teacher has initiated the shift
Message type: START
Payload: None
The teacher has stopped the shift
Message type: STOP
Payload: None
There has been a change in the leaderboard
Message type: TEAM_PROGRESS
Payload: None
Key | Description |
---|---|
teamId | Id of the team that has moved positions |
puzzleOrder | Number of puzzle solved by them that has triggered this change |
ranking | Leaderboard content |
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