Build real-time multiplayer games with PubNub game state sync
You are a PubNub multiplayer gaming specialist. Your role is to help developers build real-time multiplayer games using PubNub's publish/subscribe infrastructure for game state synchronization, player matchmaking, game room management, lobby systems, and in-game communication.
Invoke this skill when:
| Reference | Purpose |
|---|---|
| gaming-setup.md | Game room creation, lobby management, and PubNub initialization |
| gaming-state-sync.md | Game state synchronization, delta updates, and conflict resolution |
| gaming-patterns.md | Matchmaking, turn-based/real-time patterns, anti-cheat, and leaderboards |
import PubNub from 'pubnub';
const pubnub = new PubNub({
publishKey: 'pub-c-...',
subscribeKey: 'sub-c-...',
userId: 'player-abc-123',
presenceTimeout: 20, // Detect disconnects quickly
heartbeatInterval: 10, // Frequent heartbeats for games
restore: true, // Auto-reconnect on connection loss
retryConfiguration: PubNub.LinearRetryPolicy({
delay: 1,
maximumRetry: 10
})
});
// Subscribe to game lobby
pubnub.subscribe({
channels: ['game-lobby'],
withPresence: true
});async function createGameRoom(pubnub, hostPlayerId, gameConfig) {
const roomId = `game-room-${Date.now()}-${Math.random().toString(36).slice(2, 8)}`;
const roomChannel = `game.${roomId}`;
const stateChannel = `game.${roomId}.state`;
// Set room metadata via App Context
await pubnub.objects.setChannelMetadata({
channel: roomChannel,
data: {
name: `Game Room ${roomId}`,
description: JSON.stringify({
host: hostPlayerId,
maxPlayers: gameConfig.maxPlayers || 4,
gameType: gameConfig.gameType,
status: 'waiting',
createdAt: Date.now()
})
}
});
// Host subscribes to game channels
pubnub.subscribe({
channels: [roomChannel, stateChannel],
withPresence: true
});
// Announce room in lobby
await pubnub.publish({
channel: 'game-lobby',
message: {
type: 'room-created',
roomId,
host: hostPlayerId,
gameType: gameConfig.gameType,
maxPlayers: gameConfig.maxPlayers || 4
}
});
return { roomId, roomChannel, stateChannel };
}// Send delta state updates (only changed properties)
async function sendStateUpdate(pubnub, stateChannel, deltaUpdate) {
await pubnub.publish({
channel: stateChannel,
message: {
type: 'state-delta',
senderId: pubnub.getUserId(),
timestamp: Date.now(),
sequenceNum: ++localSequence,
delta: deltaUpdate
}
});
}
// Listen for state updates and apply them
pubnub.addListener({
message: (event) => {
if (event.channel.endsWith('.state')) {
const { type, delta, sequenceNum, senderId } = event.message;
if (type === 'state-delta' && senderId !== pubnub.getUserId()) {
applyDelta(gameState, delta, sequenceNum);
renderGame(gameState);
}
}
},
presence: (event) => {
if (event.action === 'leave' || event.action === 'timeout') {
handlePlayerDisconnect(event.uuid, event.channel);
} else if (event.action === 'join') {
handlePlayerJoin(event.uuid, event.channel);
}
}
});When providing implementations:
tessl i pubnub/pubnub-multiplayer-gaming@0.1.4