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    <title>Forem: Ahmed Ouda</title>
    <description>The latest articles on Forem by Ahmed Ouda (@a7med3ouda).</description>
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      <title>Build a Real-Time Chat with ByteSocket: The Fully-Typed WebSocket Library</title>
      <dc:creator>Ahmed Ouda</dc:creator>
      <pubDate>Fri, 08 May 2026 01:30:04 +0000</pubDate>
      <link>https://forem.com/a7med3ouda/build-a-real-time-chat-with-bytesocket-the-fully-typed-websocket-library-poi</link>
      <guid>https://forem.com/a7med3ouda/build-a-real-time-chat-with-bytesocket-the-fully-typed-websocket-library-poi</guid>
      <description>&lt;h2&gt;
  
  
  Build a Real-Time Chat with ByteSocket
&lt;/h2&gt;

&lt;p&gt;I've been building real‑time features for years, and I always wanted a WebSocket library that felt like an extension of TypeScript – one where every &lt;code&gt;emit&lt;/code&gt; and &lt;code&gt;on&lt;/code&gt; is fully typed, rooms feel native, and auth "just works" without a ton of boilerplate. That's why I created &lt;a href="https://github.com/a7med3ouda/bytesocket" rel="noopener noreferrer"&gt;ByteSocket&lt;/a&gt;: a modern WebSocket client and server with first‑class TypeScript support, automatic reconnection, middleware, and binary serialization built in.&lt;/p&gt;

&lt;p&gt;In this tutorial, we'll build a simple, fully typed chat server and client from scratch. By the end, you'll have a working app and a solid grasp of how ByteSocket can streamline your real‑time development.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why ByteSocket?
&lt;/h2&gt;

&lt;p&gt;Before we code, let me highlight what makes ByteSocket different:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Full end‑to‑end type safety&lt;/strong&gt; – define your event map once, and all &lt;code&gt;emit&lt;/code&gt;/&lt;code&gt;on&lt;/code&gt; calls (including rooms) are typed.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Rooms with bulk operations&lt;/strong&gt; – join, leave, and emit to multiple rooms in one go.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Authentication&lt;/strong&gt; – static or async token flow with configurable timeouts.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Middleware&lt;/strong&gt; – global and per‑room middleware chains on server (like Express, but for WebSockets).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Automatic reconnection&lt;/strong&gt; – exponential backoff, jitter, and automatic room re‑join.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Binary serialization&lt;/strong&gt; – uses &lt;code&gt;msgpackr&lt;/code&gt; by default (smaller payloads), with JSON option if needed.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Fully tested&lt;/strong&gt; – comprehensive Vitest suite covering connection lifecycle, messaging, rooms, auth, middleware, and heartbeat across all server adapters.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Now, let's build.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 1: Install the Packages
&lt;/h2&gt;

&lt;p&gt;You'll need the server (Node.js) and the client (browser/Node).&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight shell"&gt;&lt;code&gt;&lt;span class="c"&gt;# Server – @bytesocket/node already includes the ws library as a dependency, no extra install needed&lt;/span&gt;
npm &lt;span class="nb"&gt;install&lt;/span&gt; @bytesocket/node

&lt;span class="c"&gt;# Or use the high‑performance uWebSockets.js adapter (requires uWebSockets.js peer dependency)&lt;/span&gt;
npm &lt;span class="nb"&gt;install&lt;/span&gt; @bytesocket/uws

&lt;span class="c"&gt;# Client – runs in browser and Node.js&lt;/span&gt;
npm &lt;span class="nb"&gt;install&lt;/span&gt; @bytesocket/client
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;We'll use &lt;code&gt;@bytesocket/node&lt;/code&gt; to keep things simple.&lt;/p&gt;

&lt;h2&gt;
  
  
  Step 2: Create the Server
&lt;/h2&gt;

&lt;p&gt;Create a file &lt;code&gt;server.ts&lt;/code&gt;:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="k"&gt;import&lt;/span&gt; &lt;span class="nx"&gt;http&lt;/span&gt; &lt;span class="k"&gt;from&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;node:http&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;import&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;ByteSocket&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;SocketEvents&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;from&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;@bytesocket/node&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// 1. Define your event map&lt;/span&gt;
&lt;span class="kd"&gt;type&lt;/span&gt; &lt;span class="nx"&gt;ChatEvents&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;SocketEvents&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;chat:message&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;text&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
  &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;user:joined&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;userId&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
  &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;user:left&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;userId&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt; &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// 2. Create the server instance&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;server&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;http&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;createServer&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;io&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nx"&gt;ByteSocket&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;ChatEvents&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;debug&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// 3. Handle connection open&lt;/span&gt;
&lt;span class="nx"&gt;io&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;lifecycle&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;onOpen&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; connected`&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rooms&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;join&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;lobby&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt; &lt;span class="c1"&gt;// auto‑join a default room&lt;/span&gt;

  &lt;span class="c1"&gt;// Notify everyone&lt;/span&gt;
  &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;broadcast&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;user:joined&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;userId&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// 4. Listen for chat messages and re‑broadcast to the room&lt;/span&gt;
&lt;span class="nx"&gt;io&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;chat:message&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; says: &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;text&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rooms&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;emit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;lobby&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;chat:message&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// 5. Handle disconnection&lt;/span&gt;
&lt;span class="nx"&gt;io&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;lifecycle&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;onClose&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; disconnected`&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;broadcast&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;user:left&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;userId&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;

&lt;span class="c1"&gt;// 6. Attach to the HTTP server and listen&lt;/span&gt;
&lt;span class="nx"&gt;io&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;attach&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;server&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;/ws&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="nx"&gt;server&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;listen&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;3000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;Server listening on port 3000&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;What's happening?&lt;/strong&gt;  &lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;SocketEvents&amp;lt;{...}&amp;gt;&lt;/code&gt; gives us full type inference – &lt;code&gt;io.on("chat:message", ...)&lt;/code&gt; will only accept that exact event name and payload shape.
&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;socket.rooms.join("lobby")&lt;/code&gt; adds the socket to a room.
&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;socket.broadcast(...)&lt;/code&gt; sends to everyone &lt;em&gt;except&lt;/em&gt; the sender.
&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;socket.rooms.emit("lobby", ...)&lt;/code&gt; sends only to that room.
&lt;/li&gt;
&lt;li&gt;No manual serialization – ByteSocket handles JSON or MessagePack automatically.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Step 3: Create the Client
&lt;/h2&gt;

&lt;p&gt;Create a simple HTML file with a script module, or a Node.js client if you prefer. Here's a browser example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight html"&gt;&lt;code&gt;&lt;span class="cp"&gt;&amp;lt;!DOCTYPE html&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;html&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;body&amp;gt;&lt;/span&gt;
  &lt;span class="nt"&gt;&amp;lt;input&lt;/span&gt; &lt;span class="na"&gt;id=&lt;/span&gt;&lt;span class="s"&gt;"msg"&lt;/span&gt; &lt;span class="na"&gt;type=&lt;/span&gt;&lt;span class="s"&gt;"text"&lt;/span&gt; &lt;span class="na"&gt;placeholder=&lt;/span&gt;&lt;span class="s"&gt;"Type a message…"&lt;/span&gt; &lt;span class="nt"&gt;/&amp;gt;&lt;/span&gt;
  &lt;span class="nt"&gt;&amp;lt;button&lt;/span&gt; &lt;span class="na"&gt;id=&lt;/span&gt;&lt;span class="s"&gt;"send"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;Send&lt;span class="nt"&gt;&amp;lt;/button&amp;gt;&lt;/span&gt;
  &lt;span class="nt"&gt;&amp;lt;ul&lt;/span&gt; &lt;span class="na"&gt;id=&lt;/span&gt;&lt;span class="s"&gt;"log"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&amp;lt;/ul&amp;gt;&lt;/span&gt;

  &lt;span class="nt"&gt;&amp;lt;script &lt;/span&gt;&lt;span class="na"&gt;type=&lt;/span&gt;&lt;span class="s"&gt;"module"&lt;/span&gt;&lt;span class="nt"&gt;&amp;gt;&lt;/span&gt;
    &lt;span class="k"&gt;import&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="nx"&gt;ByteSocket&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;from&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;https://unpkg.com/@bytesocket/client?module&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="c1"&gt;// For Node.js: import { ByteSocket } from "@bytesocket/client";&lt;/span&gt;

    &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;socket&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;ByteSocket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;ws://localhost:3000/ws&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

    &lt;span class="c1"&gt;// Log messages from the server&lt;/span&gt;
    &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;chat:message&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;li&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;createElement&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;li&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="nx"&gt;li&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;textContent&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;text&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
      &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;log&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;appendChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;li&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;

    &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;user:joined&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`User &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;userId&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; joined`&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;

    &lt;span class="c1"&gt;// Send a message when the button is clicked&lt;/span&gt;
    &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;send&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;addEventListener&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;click&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;input&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;document&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;getElementById&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;msg&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
      &lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;emit&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;chat:message&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="na"&gt;text&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt;
      &lt;span class="nx"&gt;input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="dl"&gt;""&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;});&lt;/span&gt;
  &lt;span class="nt"&gt;&amp;lt;/script&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;/body&amp;gt;&lt;/span&gt;
&lt;span class="nt"&gt;&amp;lt;/html&amp;gt;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; When using &lt;code&gt;&amp;lt;script type="module"&amp;gt;&lt;/code&gt; directly, TypeScript types aren't enforced. For full type safety, use a bundler like Vite or a Node.js client. The unpkg URL above works because &lt;code&gt;@bytesocket/client&lt;/code&gt; exposes an ES module build. If you encounter issues, use a bundler or import from &lt;code&gt;https://esm.sh/@bytesocket/client&lt;/code&gt;.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;h2&gt;
  
  
  Step 4: Run It
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Start the server: &lt;code&gt;npx tsx server.ts&lt;/code&gt;
&lt;/li&gt;
&lt;li&gt;Open the HTML file in two browser tabs.&lt;/li&gt;
&lt;li&gt;Type a message – both tabs will see it instantly.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;That's it! In less than 40 lines of server code, you have a fully functional, type‑checked chat.&lt;/p&gt;

&lt;h2&gt;
  
  
  What Else Can ByteSocket Do?
&lt;/h2&gt;

&lt;p&gt;The library has many more capabilities that you can layer on as needed:&lt;/p&gt;

&lt;h3&gt;
  
  
  Authentication
&lt;/h3&gt;

&lt;p&gt;Add a token check on the server:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;io&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;ByteSocket&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;
  &lt;span class="na"&gt;auth&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;token&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;secret&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nf"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt; &lt;span class="na"&gt;userId&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="p"&gt;});&lt;/span&gt; &lt;span class="c1"&gt;// attached to socket.payload&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
      &lt;span class="nf"&gt;callback&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Error&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;Invalid token&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
  &lt;span class="p"&gt;},&lt;/span&gt;
  &lt;span class="na"&gt;authTimeout&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;8000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Middleware
&lt;/h3&gt;

&lt;p&gt;ByteSocket provides two levels of middleware:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Global Middleware&lt;/strong&gt; (&lt;code&gt;io.use&lt;/code&gt;) – runs on &lt;strong&gt;every&lt;/strong&gt; incoming user message, before it reaches any room or global listener. Perfect for logging, rate limiting, or authentication checks.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nx"&gt;io&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;use&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;next&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nx"&gt;console&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;log&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s2"&gt;`Incoming event: &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;ctx&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;event&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt; from &lt;/span&gt;&lt;span class="p"&gt;${&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;id&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s2"&gt;`&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;locals&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rateLimited&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;next&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Error&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;Rate limited&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;next&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;strong&gt;Room Middleware&lt;/strong&gt; – scoped to a specific room+event combination. You can block a message before it gets broadcast.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nx"&gt;io&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;rooms&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;on&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;lobby&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;chat:message&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;socket&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nx"&gt;next&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;data&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;text&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;includes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;badword&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;next&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Error&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;Profanity not allowed&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt; &lt;span class="k"&gt;else&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;next&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Global middleware runs first, then room middleware, and finally the actual event listeners. This gives you fine‑grained control over the message pipeline.&lt;/p&gt;

&lt;h3&gt;
  
  
  Reconnection (client side)
&lt;/h3&gt;

&lt;p&gt;Automatic reconnection is on by default. You can tweak it:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;socket&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;ByteSocket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;ws://localhost:3000/ws&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;reconnection&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kc"&gt;true&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="na"&gt;maxReconnectionAttempts&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;10&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="na"&gt;reconnectionDelay&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;1000&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Binary Serialization
&lt;/h3&gt;

&lt;p&gt;Smaller payloads with MessagePack – it's the default! Switch to JSON if you need debugging:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;socket&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;ByteSocket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;ws://localhost:3000/ws&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="na"&gt;serialization&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="s2"&gt;json&lt;/span&gt;&lt;span class="dl"&gt;"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;});&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Under the Hood
&lt;/h2&gt;

&lt;p&gt;ByteSocket is split into several packages, each with a clear responsibility:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Core &amp;amp; Shared Abstractions&lt;/strong&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;@bytesocket/core&lt;/code&gt; – shared type definitions and base class&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;@bytesocket/server&lt;/code&gt; – shared server abstractions and test utilities&lt;/li&gt;
&lt;/ul&gt;


&lt;/li&gt;

&lt;li&gt;

&lt;strong&gt;Transport‑Specific Implementations&lt;/strong&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;@bytesocket/node&lt;/code&gt; – server adapter for &lt;code&gt;ws&lt;/code&gt; (uses &lt;code&gt;@bytesocket/server&lt;/code&gt;; &lt;code&gt;ws&lt;/code&gt; included as a dependency)&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;@bytesocket/uws&lt;/code&gt; – server adapter for uWebSockets.js (uses &lt;code&gt;@bytesocket/server&lt;/code&gt;; requires separate &lt;code&gt;uWebSockets.js&lt;/code&gt; install)&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;@bytesocket/client&lt;/code&gt; – browser/Node client (uses &lt;code&gt;@bytesocket/core&lt;/code&gt;)&lt;/li&gt;
&lt;/ul&gt;


&lt;/li&gt;

&lt;/ul&gt;

&lt;p&gt;All of them are fully typed and share the same event map interface, so your types work everywhere. The codebase is &lt;strong&gt;battle‑tested&lt;/strong&gt; with a shared Vitest suite that runs identical tests across both server transports – covering every lifecycle, room operation, auth flow, and edge case.&lt;/p&gt;

&lt;h2&gt;
  
  
  What’s Next?
&lt;/h2&gt;

&lt;p&gt;The library is under active development. Here’s a peek at the roadmap:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Horizontal scaling adapter&lt;/strong&gt; – built‑in support for &lt;code&gt;socket.io&lt;/code&gt;‑style adapters (starting with Redis) so you can run multiple server instances and still broadcast across rooms seamlessly.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;.NET server&lt;/strong&gt; – a native server implementation using &lt;code&gt;System.Net.WebSockets&lt;/code&gt;, bringing ByteSocket’s typed events to the .NET ecosystem.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Improved documentation &amp;amp; examples&lt;/strong&gt; – more tutorials, real‑world examples, and best practices guides.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If there’s a feature you’d love to see, let me know – pull requests and suggestions are always welcome!&lt;/p&gt;

&lt;h2&gt;
  
  
  Why I Built It
&lt;/h2&gt;

&lt;p&gt;I wanted a WebSocket library that:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Doesn't force me to give up TypeScript&lt;/li&gt;
&lt;li&gt;Works the same on client and server&lt;/li&gt;
&lt;li&gt;Includes rooms, auth, and middleware out of the box&lt;/li&gt;
&lt;li&gt;Has minimal dependencies and a modern codebase&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;ByteSocket is my answer to that wishlist. It's MIT‑licensed and actively maintained.&lt;/p&gt;

&lt;h2&gt;
  
  
  Try It Yourself
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;GitHub:&lt;/strong&gt; &lt;a href="https://github.com/a7med3ouda/bytesocket" rel="noopener noreferrer"&gt;a7med3ouda/bytesocket&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;npm:&lt;/strong&gt;

&lt;ul&gt;
&lt;li&gt;Client: &lt;a href="https://www.npmjs.com/package/@bytesocket/client" rel="noopener noreferrer"&gt;@bytesocket/client&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;Node server: &lt;a href="https://www.npmjs.com/package/@bytesocket/node" rel="noopener noreferrer"&gt;@bytesocket/node&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;uWS server: &lt;a href="https://www.npmjs.com/package/@bytesocket/uws" rel="noopener noreferrer"&gt;@bytesocket/uws&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;


&lt;/li&gt;

&lt;/ul&gt;

&lt;p&gt;If you build something cool with it, I'd love to hear! Drop a star on GitHub, open an issue, or connect with me on &lt;a href="https://www.linkedin.com/in/a7med-3ouda/" rel="noopener noreferrer"&gt;LinkedIn&lt;/a&gt;. Let's make real‑time TypeScript great together.&lt;/p&gt;

&lt;p&gt;Happy coding! 🚀&lt;/p&gt;

</description>
      <category>websocket</category>
      <category>typescript</category>
      <category>node</category>
      <category>realtime</category>
    </item>
  </channel>
</rss>
