Lua client for Nakama server written in Lua 5.1.
Nakama is an open-source server designed to power modern games and apps. Features include user accounts, chat, social, matchmaker, realtime multiplayer, and much more.
This client implements the full API and socket options with the server. It's written in Lua 5.1 to be compatible with Lua based game engines.
Full documentation is WIP online - see Cocos2d-x JS docs for reference until the Lua docs are complete: most of the examples there are easily portable as Nakama concepts apply the same way.
You'll need to setup the server and database before you can connect with the client. The simplest way is to use Docker but have a look at the server documentation for other options.
-
Install and run the servers. Follow these instructions.
-
Add the client to your project.
- In Defold projects you need to add the URL of a stable release or the latest development version as a library dependency to
game.project
. The client will now show up innakama
folder in your project.
-
Add dependencies to your project. In Defold projects you need to add one of the following dependencies to game.project:
- https://github.com/defold/extension-websocket/archive/2.1.0.zip (Defold version <= 1.2.181)
- https://github.com/defold/extension-websocket/archive/3.0.0.zip (Defold version >= 1.2.182)
-
Use the connection credentials to initialise the nakama client.
local defold = require "nakama.engine.defold" local nakama = require "nakama.nakama" local config = { host = "127.0.0.1", port = 7350, use_ssl = false, username = "defaultkey", password = "", engine = defold, timeout = 10, -- connection timeout in seconds } local client = nakama.create_client(config)
The client has many methods to execute various features in the server or open realtime socket connections with the server.
There's a variety of ways to authenticate with the server. Authentication can create a user if they don't already exist with those credentials. It's also easy to authenticate with a social profile from Google Play Games, Facebook, Game Center, etc.
local client = nakama.create_client(config)
local email = "[email protected]"
local password = "batsignal"
local session = client.authenticate_email(email, password)
pprint(session)
Note: see Requests section below for running this snippet (a)synchronously.
When authenticated the server responds with an auth token (JWT) which can be used to authenticate API requests. The token contains useful properties and gets deserialized into a session
table.
local client = nakama.create_client(config)
local session = client.authenticate_email(email, password)
print(session.token) -- raw JWT token
print(session.user_id)
print(session.username)
print(session.expires)
print(session.created)
-- Use the token to authenticate future API requests
nakama.set_bearer_token(client, session.token)
It is recommended to store the auth token from the session and check at startup if it has expired. If the token has expired you must reauthenticate. The expiry time of the token can be changed as a setting in the server.
local nakama_session = require "nakama.session"
local client = nakama.create_client(config)
-- Assume we've stored the auth token
local token = sys.load(token_path)
-- Note: creating session requires a session table, or at least a table with 'token' key
local session = nakama_session.create({ token = token })
if nakama_session.expired(session) then
print("Session has expired. Must reauthenticate.")
-- authenticate and store the auth token
else
client.set_bearer_token(session.token)
end
The client includes lots of built-in APIs for various features of the game server. These can be accessed with the methods which either use a callback function to return a result (ie. asynchronous) or yield until a result is received (ie. synchronous and must be run within a Lua coroutine).
local client = nakama.create_client(config)
-- using a callback
client.get_account(function(account)
print(account.user.id);
print(account.user.username);
print(account.wallet);
end)
-- if run from within a coroutine
local account = client.get_account()
print(account.user.id);
print(account.user.username);
print(account.wallet);
The Nakama client provides a convenience function for creating and starting a coroutine to run multiple requests synchronously one after the other:
nakama.sync(function()
local account = client.get_account()
local result = client.update_account(request)
end)
You can connect to the server over a realtime WebSocket connection to send and receive chat messages, get notifications, and matchmake into a multiplayer match.
You first need to create a realtime socket to the server:
local client = nakama.create_client(config)
-- create socket
local socket = client.create_socket()
nakama.sync(function()
-- connect
local ok, err = socket.connect()
end)
Then proceed to join a chat channel and send a message:
-- send channel join message
local channel_id = "pineapple-pizza-lovers-room"
local result = socket.channel_join(socket, 1, channel_id, false, false)
-- send channel messages
local result = socket.channel_message_send(channel_id, "Pineapple doesn't belong on a pizza!")
A client socket has event listeners which are called on various events received from the server. Example:
socket.on_disconnect(function(message)
print("Disconnected!")
end)
Available listeners:
on_disconnect
- Handles an event for when the client is disconnected from the server.on_channel_presence_event
on_match_presence_event
on_match_data
on_match
on_matchmaker_matched
on_notifications
on_party_presence_event
on_party
on_party_data
on_party_join_request
on_status_presence_event
on_status
on_stream_data
on_error
on_channel_message
on_channel_message
Nakama supports any binary content in data
attribute of a match message. Regardless of your data type, the server only accepts base64-encoded data, so make sure you don't post plain-text data or even JSON, or Nakama server will claim the data malformed and disconnect your client (set server logging to debug
to detect these events).
Nakama will automatically base64 encode your match data if the message was created using nakama.create_match_data_message()
. Nakama will also automatically base64 decode any received match data before calling the on_matchdata
listener.
local json = require "nakama.util.json"
local match_id = "..."
local op_code = 1
local data = json.encode({
dest_x = 1.0,
dest_y = 0.1,
})
-- send a match data message. The data will be automatically base64 encoded.
socket.match_data(match_id, op_code, data)
In a relayed multiplayer, you'll be receiving other clients' messages. The client has already base64 decoded the message data before sending it to the on_matchdata
listener. If the data was JSON encoded, like in the example above, you need to decode it yourself:
socket.on_matchdata(function(message)
local match_data = message.match_data
local data = json.decode(match_data.data)
pprint(data) -- gameplay coordinates from the example above
end)
Messages initiated by the server in an authoritative match will come as valid JSON by default.
Adapting the Nakama Defold client to another Lua based engine should be as easy as providing another engine module when configuring the Nakama client:
local myengine = require "nakama.engine.myengine"
local nakama = require "nakama.nakama"
local config = {
engine = myengine,
}
local client = nakama.create_client(config)
The engine module must provide the following functions:
-
http(config, url_path, query_params, method, post_data, callback)
- Make HTTP request.config
- Config table passed tonakama.create()
url_path
- Path to append to the base uriquery_params
- Key-value pairs to use as URL query parametersmethod
- "GET", "POST"post_data
- Data to postcallback
- Function to call with result (response)
-
socket_create(config, on_message)
- Create socket. Must return socket instance (table with engine specific socket state).config
- Config table passed tonakama.create()
on_message
- Function to call when a message is sent from the server
-
socket_connect(socket, callback)
- Connect socket.socket
- Socket instance returned fromsocket_create()
callback
- Function to call with result (ok, err)
-
socket_send(socket, message, callback)
- Send message on socket.socket
- Socket instance returned fromsocket_create()
message
- Message to sendcallback
- Function to call with message returned as a response (message)
Refer to instructions in codegen
.
API docs are generated with Ldoc and deployed to GitHub pages.
When changing the API comments, rerun Ldoc and commit the changes in docs/*
.
Note: Comments for nakama/nakama.lua
must be made in codegen/main.go
.
To run Ldoc:
# in the project root, generate nakama.lua
# requires go and https://github.com/heroiclabs/nakama to be checked out
go run codegen/main.go -output nakama/nakama.lua ../nakama/apigrpc/apigrpc.swagger.json
# install ldoc (mac)
brew install luarocks
luarocks install ldoc
# run ldoc
doc . -d docs
The development roadmap is managed as GitHub issues and pull requests are welcome. If you're interested to enhance the code please open an issue to discuss the changes or drop in and discuss it in the community forum.
This project is licensed under the Apache-2 License.