Socket.IO Events¶
Connections to the Socket.IO socket can be made at the base URL. The Blitztime-Timer
must be set to the ID of the timer you wish to connect to. Unless you are joining as an observer, you must also set the Authorization
header to the token you’ve receieved (see HTTP endpoints).
Client-sent events¶
start_timer
¶
Start a timer that has not yet started. This can only be sent once the away side has joined. No data should be included.
If this is a managed game, only the manager can send this. Otherwise, only the home player can.
end_turn
¶
End the turn of the side who’s turn it currently is. No data should be included.
If this is a managed game, only the manager can send this. Otherwise, only the player who’s turn it currently is can.
timeout
¶
Instruct the server to re-check the game, and end the game if necessary. No data should be included. This can be sent by any client, even an observer.
This is aliased to opponent_timed_out
for backwards compatibility, but this is deprecated.
add_time
¶
Add time to both the home and away timers. Time should be given in seconds as the event data, an integer. This can only be sent by a manager. If the game is not managed, this event cannot be sent.
end_game
¶
End the game before the timer has run out (eg. defeat, resignation).
If this is a managed game, only the manager can send this. Otherwise, only a player can.