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Practical XMPP

You're reading from   Practical XMPP Unleash the power of XMPP in order to build exciting, realtime, federated applications based on open standards in a secure and highly scalable fashion

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Product type Paperback
Published in Sep 2016
Publisher Packt
ISBN-13 9781785287985
Length 250 pages
Edition 1st Edition
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Authors (3):
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Steven Watkin Steven Watkin
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Steven Watkin
David Koelle David Koelle
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David Koelle
Lloyd Watkin Lloyd Watkin
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Lloyd Watkin
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Toc

Table of Contents (11) Chapters Close

Preface 1. An Introduction to XMPP and Installing Our First Server FREE CHAPTER 2. Diving into the Core XMPP Concepts 3. Building a One-on-One Chat Bot - The "Hello World" of XMPP 4. Talking XMPP in the Browser Using XMPP-FTW 5. Building a Multi-User Chat Application 6. Make Your Static Website Real-Time 7. Creating an XMPP Component 8. Building a Basic XMPP-Based Pong Game 9. Enhancing XMPPong with a Server Component and Custom Messages 10. Real-World Deployment and XMPP Extensions

Developing the client


One of the cool things about having a server with a known set of expected messages is that the clients can look like anything you can imagine, as long as they send and respond to the expected set of messages. Not every client needs to look alike nor have the same output – for example, there’s no reason we couldn’t have one of our XMPPong players gaming from a terminal window! We will keep our client basic, since we want to demonstrate the use of XMPP rather than get crazy with HTML and CSS, but you are welcome to be as creative as you'd like here. In fact, you could toss in some D3 or even create a client using Unity or any other framework, as long as you can send and receive those XMPP messages.

Recall from the table earlier in this chapter that we need our browser (in this case) to connect to the XMPP-FTW server and expect, or send, the following events:

  • Send a request to the client  wishes to connect to a game (outgoing: playercheckingin)
  • Listen for default dimensions...
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