A "multiplayer" HTML5 <canvas> to which people can connect and make changes over time.
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Multiplayer Canvas

An HTML5 <canvas> to which multiple people can connect over Socket.io and make changes one pixel at a time.

Running the Application

yarn start

How It Works

A connect token is generated when the multiplayer canvas view is loaded, and this becomes the session's ID. The client must present this token when connecting to the canvas IO server, and it must match what was stored in Redis, not be expired, not already be claimed, etc.

If accepted, the socket session then stores the connect token to be used as a unique key that identifies that client session. Rate limits are implemented against this key using rate-limiter-flexible, such as how often a setpixel command can be received and processed.