2.0.3 • Published 2 years ago

furioos-sdk v2.0.3

Weekly downloads
344
License
MIT
Repository
github
Last release
2 years ago

Furioos SDK JS

:warning: if you are using the first version of the SDK, please refer to this documentation: Furioos SDK V1

Requirements

  • A Furioos Account on www.furioos.com.
  • Then choose the application you want to use with the SDK and create a SDK link.

Table of contents

About Furioos SDK

The Furioos SDK is composed of 2 parts:

  • one is on the website side
  • and the other one is on the application side

On the website side you have to use the Furioos SDK JS. It allows you to :

  • embed the Furioos player into your website and customize it
  • communicate with your Unity or Unreal application

Why cutomize your Furioos player

Here are some possible use cases for player customization (it's not an exhaustive list):

  • remove all Furioos branding
  • hide the play button
  • hide the player toolbar and build a new one from your website
  • create your own installation progress bar
  • trigger your own features once the stream has been started
  • ...

*Note: For these examples you just need to have the Furioos SDK JS in your website.*

Communication inbetween my website and my application

However, if you need to communication inbetween your website and your Unity or Unreal application, you will need to add the Furioos SDK (Unity or Unreal) into your application. This allows you to send and receive bidirectional messages.

*Important: Before sending or receiving messages, the session must be launched. You can check it with ON_APP_START event*

Here are some examples:

  • If you want to change the color of an object from your website, you can:
    • Send a message with the final color from your website
    • From your application, get the color in the message and assign the material with the new color
  • If you want to get the position of the player to display it on your website
    • Send a message with player coord from the application
    • From your website, get the coordinates and show it on your website

To implement a bidirectionnal communication you can find details below:

Example of application

Here is an example of an application that customizes the Furioos player and uses the message system for a complete integration with the website.\ On the left, the menu is on the website side (html).\ On the right, the house dispay is on the application side (Furious player).

Installation

Via NPM

npm install --save furioos-sdk

or

yarn add furioos-sdk

You can find a full example HERE

Via CDN

<script src="https://cdn.jsdelivr.net/npm/furioos-sdk@2.0.3/dist/furioos.bundle.js"></script>

You can find a full example HERE

API

constructor(sdkShareLinkID, containerDivId, options)

Instanciate the player for a given application. | Property | Type | Description | optional | DefaultValue | | --- | --- | --- | --- | --- | | sdkShareLinkID | String | Furioos SDK Link ID of the application you want to share. | false | null | | containerDivId | String | The ID of the HTML container div that will host the render. | false | null | | options | Object | The options to setup the player are these following : | true | {} |

options:
PropertyTypeDescriptionoptionalDefaultValue
whiteLabelBooleanRemove all Furioos' Logotruefalse
hideToolbarBooleanHide the toolbar to create your owntruefalse
hideTitleBooleanHide the title bar to create your owntruefalse
hidePlayButtonBooleanHide the play buttontruefalse
debugAppModeBooleanActive local debug of your application. See Debug localy the SDK communication tunnel for more detailtruefalse
inactiveTimeoutNumberDefines the inactivity time in a session before it closes (in ms) Min: 10s / Max: 24htrue60000 (ms)

Basic Example

import { Player, FS_SDK_EVENTS_NAME } from 'furioos-sdk';

const options = {
  whiteLabel: true,
  hideToolbar: false,
  hideTitle: true,
  hidePlayButton: false,
  inactiveTimeout: 60000,
};

const player = new Player("YOUR_SDK_LINK_ID" ,"containerDivId", options);

// Bind player loaded
player.on(FS_SDK_EVENTS_NAME.LOAD, function() {
  console.log("SDK client FIRED: Player loaded");
});

// Bind application install progress
player.on(FS_SDK_EVENTS_NAME.ON_APP_INSTALL_PROGRESS, function(data) {
  console.log("SDK client FIRED: App install progress", data);
});

// Bind application start
player.on(FS_SDK_EVENTS_NAME.ON_APP_START, function() {
  console.log("SDK client FIRED: App start");
});

// Bind stream start
player.on(FS_SDK_EVENTS_NAME.ON_STREAM_START, function() {
  console.log("SDK client FIRED: Stream start");
});

// Bind stream start
player.on(FS_SDK_EVENTS_NAME.ON_SDK_START, function() {
  console.log("SDK client FIRED: SDK start");
});

// Bind SDK messages
player.on(FS_SDK_EVENTS_NAME.ON_SDK_MESSAGE, function(data) {
  console.log("SDK Message Received:", data);
});

// Bind an event that lets you know if you can resume session
player.on(FS_SDK_EVENTS_NAME.ON_RESUME_SESSION, function({ canResumeSession }) {
  if(canResumeSession) {
    player.resumeSession();
  }
});

// Bind session stoppeds
player.on(FS_SDK_EVENTS_NAME.ON_SESSION_STOPPED, function() {
  console.log("SDK client FIRED: Session Stopped");
});

Properties

*important These properties are only getters*

quality: String

Get the current setted quality. Possible values : AUTO / LOW / MEDIUM / HIGH

volume: Number

Get the current setted volume. Value between 0 - 1

Methods

  player.getServerAvailability(function(data) {
    console.log("Time to assign a server: ", data.assignTime);
    console.log("Time to copy, extract and launch your application: ", data.launchTime);
    console.log("Number of machines ready for a session: ", data.availableMachines);
    console.log("Total time to get session ready: ", data.assignTime + data.launchTime);
  }, function(error) {
    // Treat the error.
  });

stop()

Stop the session.

maximize()

Enable Full screen mode.

minimize()

Disable Full screen mode.

restartStream()

Restart the streaming.

resumeSession()

Resume active session. You can only call this method after check the response value of ON_RESUME_SESSION event

toggleMuted()

Mute the stream. You can call this method before the application is launched with the ON_APP_INSTALL_SUCCESS event.

setUserActive()

This function helps you to keep the session opened if your user does not interact with the interface.
Calling this function will fire onUserActive.

:warning: *important: We recommended to use inactiveTimeout in Player constructor instead of calling this function. If you always call it without checking if the user is really here the session will never end untill the user close their window.*

Events

.on(FS_SDK_EVENTS_NAME, callback)

To be able to bind player events, you just need to call the .on function and give it an SDK events parameter and a callback to get the infos. All FS_SDK_EVENTS_NAME constants are accessible from the furioos-sdk package.

Example

player.on(FS_SDK_EVENTS_NAME.LOAD, function(data) {
   // Here you know when the player is ready.
    console.log("SDK client FIRED: Player loaded");
})

Example

player.on(FS_SDK_EVENTS_NAME.ON_APP_INSTALL_PROGRESS, function(data) {
  // Implement your own code.
  console.log(data.status + " the application : " + Math.round(data.progress*100) + "%");
})

Example

player.on(FS_SDK_EVENTS_NAME.ON_USER_ACTIVE, function() {
  // Implement your own code.
  console.log("My user is active");
})

Example

player.on(FS_SDK_EVENTS_NAME.ON_USER_INACTIVE, function() {
  // Implement your own code.
  console.log("My user is inactive");
})

Example

player.on(FS_SDK_EVENTS_NAME.ON_SESSION_STOPPED, function() {
  // Implement your own code.
  console.log("The session has been stopped");
})

Example

player.on(FS_SDK_EVENTS_NAME.ON_STATS, function(stats) {
  // Implement your own code.
  console.log("Stats received: ", stats);
})

Example

player.on(FS_SDK_EVENTS_NAME.ON_SDK_MESSAGE, function(data) {
  // Implement your own code.
  console.log("The application sent: " + data);
})

Example

player.on(FS_SDK_EVENTS_NAME.ON_CRASH_APP, function() {
  // Implement your own code.
  console.log("The application crashed");
})

data: | Property | Type | Description | Value | | --- | --- | --- | --- | | canResumeSession | Boolean | Define if you can resume a session or not | |

Example

player.on(FS_SDK_EVENTS_NAME.ON_RESUME_SESSION, function(data) {
  // Implement your own code.
  if(data.canResumeSession) {
    player.resumeSession();
  }
  console.log("Can resume sesssion: " + data.canResumeSession);
})

Communicate with your application

Go deeper with your UI by creating your own data interpretation.
Those methods let you send/receive JSON data inbetween your application and the HTML page where you have implemented the JS SDK.

Requirements

Examples of implementation

Debug localy the SDK communication tunnel

The Furioos SDK Unity provides a local debug mode, to facilitate the debugging of sending and receiving messages.

*Note: There will be no stream.*

This feature opens a direct tunnel inbetween your website and your application running locally.\ Only sendSDKMessage and onSDKMessage can be used here to test the communication.

How does it work ?

Webclient Side

To enable debugging mode you have to set the debugAppMode property to true.

import { Player } from 'furioos-sdk';

const options = {
  whiteLabel: true,
  hideToolbar: false,
  hideTitle: true,
  hidePlayButton: false,
  debugAppMode: true, // This enable the local debug mode.
};

const player = new Player("YOUR_SDK_LINK_ID", "containerDivId", options);

When you launch your site in debug mode, the stream is not displayed, the following message will appear on your player.

Unity Side

Nothing to configure. When you start your application(With last version of the Furioos SDK Unity) with the play button in the Unity Editor, the local debug mode is automatically enabled.

Unreal Engine Side

For the moment, it is not possible activate the debug mode. The new version of the Furioos SDK for Unreal is coming soon.

:warning: Common Errors

  • Failed to execute 'postMessage' on 'DOMWindow': The target origin (http://....) provided does not match the recipient window's origin ('http://...')

    This error means that you do not have the correct website URL set on your SDK link, on Furioos side.
    Your player’s implementation url must match the website URL entered when creating your SDK link on the Furioos side. If you’re working locally, remind that you might need to change the URL on the SDK Link, example: http://localhost:8080.

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