Emit cheatsheet

io.on('connection', onConnect);function onConnect(socket){  // sending to the client  socket.emit('hello', 'can you hear me?', 1, 2, 'abc');  // sending to all clients except sender  socket.broadcast.emit('broadcast', 'hello friends!');  // sending to all clients in 'game' room except sender  socket.to('game').emit('nice game', "let's play a game");  // sending to all clients in 'game1' and/or in 'game2' room, except sender  socket.to('game1').to('game2').emit('nice game', "let's play a game (too)");  // sending to all clients in 'game' room, including sender  io.in('game').emit('big-announcement', 'the game will start soon');  // sending to all clients in namespace 'myNamespace', including sender  io.of('myNamespace').emit('bigger-announcement', 'the tournament will start soon');  // sending to a specific room in a specific namespace, including sender  io.of('myNamespace').to('room').emit('event', 'message');  // sending to individual socketid (private message)  io.to(socketId).emit('hey', 'I just met you');  // WARNING: `socket.to(socket.id).emit()` will NOT work, as it will send to everyone in the room  // named `socket.id` but the sender. Please use the classic `socket.emit()` instead.  // sending with acknowledgement  socket.emit('question', 'do you think so?', function (answer) {});  // sending without compression  socket.compress(false).emit('uncompressed', "that's rough");  // sending a message that might be dropped if the client is not ready to receive messages  socket.volatile.emit('maybe', 'do you really need it?');  // specifying whether the data to send has binary data  socket.binary(false).emit('what', 'I have no binaries!');  // sending to all clients on this node (when using multiple nodes)  io.local.emit('hi', 'my lovely babies');  // sending to all connected clients  io.emit('an event sent to all connected clients');};

Note: The following events are reserved and should not be used as event names by your application:

  • connect
  • connect_error
  • connect_timeout
  • error
  • disconnect
  • disconnecting
  • newListener
  • reconnect_attempt
  • reconnecting
  • reconnect_error
  • reconnect_failed
  • removeListener
  • ping
  • pong

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Licensed under the MIT License.
https://socket.io/docs/v2/emit-cheatsheet