Create broadcast graphics using Node.js and a browser.
My bundles:
Notes
NodeCG is pretty skeletal, but it offers some really interesting structure:
- Bundles, which contain:
- Dashboard panels
- Graphics pages
- Server-side Extensions
- A package.json based manifest for overall declarative configuration
- Websocket-based isomorphic API for:
- Sending & receiving messages in client-side dashboard, client-side graphics, and server-side extensions
- Replicant variables whose values are sync'd across dashboards, graphics, and extensions
- An express-based web server that's easy to:
- Mount new static file paths from within bundles
- Mount new express Custom Routes from server-side extension scripts
- A master dashboard / control panel UI that provides:
- An overall UI to manage dashboard panels from all bundles, organized into workspaces
- An inventory of all graphics pages from all bundles
- Media upload management for images, sounds, videos, etc.
- A master mixer panel for playing sounds (still need to investigate this one)
- And misc other things like:
- Configuration
- Logging
- Audio management in graphics
- Seems to use polymer & web components for it's UI
Prose
This thing is looking really promising as a new backbone for what I'm trying to do with CaffeinaBot.
Also kind of want to blog about this stuff. NodeCG has a neat architecture that pretty much matches what I've played around with building in my last two attempts at a StreamBot.
NodeCG has a concept of dashboards and graphics. Dashboard panels are the web UI from which you control things. Graphics are web pages you load up into OBS as browser sources.
There's a web socket messaging system between dashboard panels and graphics, which allow you to directly control the graphics.
There are also server-side extension scripts that can hook into the express web server, run various server-side integrations (e.g. Twitch chat? OBS websockets?)
There's an API object that's mostly isomorphic between server extensions, dashboard panels, and graphics pages. That's super cool. This means that I can send a message from the server and receive it in a panel or a graphics page, or vice versa.
There's also the concept of "replicants" - variables whose values are kept in sync between server, dashboard, and graphics. That is, if you change the value of a replicant in a dashboard, both graphics and server-side extension code receive the change and can react to it. That means I can set up input fields on a dashboard panel to tweak things in graphics, or the server can tweak values to update both dashboard and graphics. Oh, and replicant values are persisted to disk - so when the NodeCG server restarts, all the previous state is restored.
For both replicants and events, all the messaging and sync details handled over websockets are abstracted away into a simple API. So I don't have to worry about how any of that works