Practical XMPP - All IT eBooks
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
Lloyd Watkin
David Koelle
Practical XMPP
Copyright © 2016 Packt Publishing
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First published: September 2016
Production reference: 1280916
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ISBN 978-1-78528-798-5
Copy Editors
Lloyd Watkin
Vikrant Phadke
David Koelle
Safis Editing
Project Coordinator
Emilien Kenler
Nidhi Joshi
Ian Wild
Commissioning Editor
Edward Gordon
Safis Editing
Acquisition Editor
Reshma Raman
Aishwarya Gangawane
Content Development Editor
Production Coordinator
Mayur Pawanikar
Arvindkumar Gupta
Technical Editor
Karan Thakkar
About the Authors
Lloyd Watkin has over 10 years of experience in building for the Web. A great believer in
open source and open standards, he has contributed to, started, and led many successful
open source projects and is also an international conference speaker.
Lloyd was knowingly introduced to XMPP in 2012 and hasn't looked back. Its open
standard base and the ability to code clients, servers, components in any language leads to a
very diverse and healthy environment. Its relevance only seems to increase as new
technologies (not imagined at the time of creation) come into existence.
I would like to thank my family and friends for their support and damaged ear drums. I
would also like to thank the XSF and the XMPP community as a whole for being
supportive, welcoming, and always striving to improve and extend the XMPP ecosystem.
David Koelle is a principal software engineer at Charles River Analytics Inc. in Cambridge,
Massachusetts, USA, where he has employed XMPP on projects to facilitate collaboration
and shared situational awareness among distant teams. He is also the author of JFugue, a
popular open source music programming API for Java and other JVM languages, and he is
a co-organizer for the Boston Android Meetup.
David has delivered several award-winning talks at high-profile conferences including
JavaOne and SXSW. In addition to his technical work in software engineering and systems
engineering, he finds opportunities to mentor engineers to help them grow in their careers
and recognize the value that proactive leadership can bring to engineers and their
environments. David is a graduate of Worcester Polytechnic Institute (WPI).
About the Reviewers
Emilien Kenler, after working on small web projects, began focusing on game development
in 2008 while he was in high school. Until 2011, he worked for different groups and
specialized in system administration.
In 2011, he founded a company that sold Minecraft servers while studying Computer
Science Engineering. He created a lightweight IaaS (
r/) based on new technologies such as Node.js and RabbitMQ.
Thereafter, he worked at TaDaweb as a system administrator, building its infrastructure
and creating tools to manage deployments and monitoring.
In 2014, he began a new adventure at Wizcorp, Tokyo. The same year, Emilien graduated
from the University of Technology of Compiègne, France.
Since 2016, he’s a systems engineer at Vesper, the company behind TableSolution, a leading
restaurant reservation and CRM system.
Emilien has written MariaDB Essentials, Packt Publishing. He has also contributed as a
reviewer on Learning Nagios 4, MariaDB High Performance, OpenVZ Essentials, Vagrant Virtual
Development Environment Cookbook, Getting Started with MariaDB Second Edition and
Mastering Redis, all by Packt Publishing.
Ian Wild's career has always focused primarily on communication and learning. Ian, a
physicist by profession, spent 15 years in private industry designing communication
systems software (Lucent Technologies, Avaya) before specializing in the development and
deployment of learning management systems. Ian has a particular interest in the integration
of legacy systems. He is currently the lead developer for Skills for Health, the sector skills
council for the UK's health sector. He is responsible for one of the country's busiest online
learning platforms (the National Skills Academy for Health).
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Table of Contents
Chapter 1: An Introduction to XMPP and Installing Our First Server
What is XMPP?
Uses of XMPP
XMPP and the Web
Installing Node.js and library dependencies
Installing our XMPP server
Installing the server
Configuring the server
Testing our setup
Creating a test account
Installing an XMPP client
Chapter 2: Diving into the Core XMPP Concepts
Introducing the Jabber ID
Message routing
Basic building blocks of XMPP communication
Presence subscriptions
Directed Presence
Client capabilities
Presence overloading
Delivery receipts
Chat state notifications
Chapter 3: Building a One-on-One Chat Bot - The "Hello World" of
C2S connection life cycle
Authenticating with a server
Installing node-xmpp-client
Building our echo bot
Creating a new user
Connecting to the server
Telling the server we're online
Listening for incoming stanzas
Reading the chat stanza with ltx
Responding to incoming messages
Extending our echo bot
Responding to presence subscription requests
Returning results from DuckDuckGo Instant Answers API
Sending chat state notifications
Signing off
Chapter 4: Talking XMPP in the Browser Using XMPP-FTW
Interacting with XMPP in the browser
The WebSocket protocol
Introducing XMPP-FTW
Installing XMPP-FTW
Playing with XMPP-FTW using the demo application
Talking to our bot from the browser
Building a WebSocket-enabled web server in Node.js
Talking WebSockets from a browser
Installing XMPP-FTW and getting messaging!
Chatting with our XMPP bot
Interacting with the chat bot
Seeing what the chat bot is up to…
Hello (hello, hello…)! Is there anybody out there?
Chapter 5: Building a Multi-User Chat Application
The basics of MUC
Joining a room
Your role and identity within a room
Sending and receiving messages
Discovering MUC
Configuring our chat room using data forms
The basics of the data form
Getting our MUC room configuration
[ ii ]
Updating the room configuration
Data forms in XMPP-FTW
Creating a chat room
Managing the users
Configuration updates
Leaving a room
Destroying the room
Building with XMPPMUC
Updating Prosody to provide an MUC service
Connecting with our XMPP client
Extending our chat bot to work with an MUC
Writing a browser-based MUC client
Setting things up server-side
Building the client
Connecting anonymously
Listing the available chat rooms
Where the action happens
Displaying the chat room HTML and handling users
Handling incoming messages
Sending a message
Wrapping up
Chapter 6: Make Your Static Website Real-Time
Are we there yet?
Interacting with Publish-Subscribe
Subscriptions, affiliations, and access models
Creating and configuring nodes
Retrieving items
Publishing items
Making your website real-time
Configuring Prosody
Building a server-side publishing mechanism
Building our real-time client
Setting up the server
Lining up our static website
Let's get real-time…
Subscribing to a node
[ iii ]
Retrieving historical results
Getting real-time
Taking things further
Chapter 7: Creating an XMPP Component
Connection flow for components
Configuring a component in Prosody
Building our first XMPP component
Creating a component and connecting it to the server
Receiving a stanza and responding to a DISCO#info query
Responding to a chat message
Creating a client that connects to the component
Running your new component and client
Chapter 8: Building a Basic XMPP-Based Pong Game
Overview of Basic XMPP Pong
Getting Started
Developing the HTML canvas
Adding the mouse listeners for moving the paddle
Drawing and updating the game
Sending and receiving XMPP messages in Pong
Sending and receiving a Hello message
Sending a paddle update
Receiving a paddle update
Connecting the clients
Advertising the Pong feature of clients (Client DISCO)
Issues with a basic implementation
Chapter 9: Enhancing XMPPong with a Server Component and Custom
Designing the information flow for XMPPong
Developing the XMPP component for XMPPong
Setting up a game loop in the component
Starting and updating the game
Maintaining the ball state in the component
Bounces and misses
Expecting paddle updates
Implementing messages from the component to the clients
[ iv ]
Handling incoming messages from the clients
Handing DISCO#info requests
Creating an XMPP-FTW extension to read messages within our
Developing the client
Starting the XMPP-FTW server
Checking in to the component and receiving dimensions
Drawing code in the client
Modifying the browser view
Running the server and clients
Chapter 10: Real-World Deployment and XMPP Extensions
Server Modules
DNS setup and SRV records
Server-to-server communications
XMPP security
XMPP scalability
User Registration
About the XMPP Standards Foundation
XMPP and the new rise of multi-user chat
XMPP and the Internet of Things
XMPP and Universal Plug-n-Play
The Future of XMPP
XMPP has been around since 1999, and in that time has been rediscovered several times
over by generation after generation of programmers. Originally started to unify what was a
massively fragmented instant messaging scene, XMPP has continued to show its relevance
as new technologies and technology uses emerge.
We'll be making use of the Prosody XMPP server, a fast, resource light system written in
LUA, as well as Node.js to write our own projects. The two main libraries we'll be using to
interact with XMPP are node-xmpp on the server side and XMPP-FTW, a translation layer
between XMPP’s XML messages and JSON, which is massively popular for use in the
Through this book, you'll learn about the core concepts of XMPP, build basic clients that
will allow you to interact with the XMPP ecosystem at large, build time-saving bots, and
even build an entire custom application using XMPP standards and your own extensions.
The skills you'll learn in this book will allow you to create the next massively popular chat
application built on the core standards, through to your own full-fledged Internet of Things
(IoT) device that will collect, share, and respond to data from interconnected servers all over
the world!
What this book covers
Chapter 1, An Introduction to XMPP and Installing Our First Server. Provides a brief
introduction to the history of XMPP and its uses as well as installing and interacting with
our first XMPP server.
Chapter 2, Diving into the Core XMPP Concepts, reveals that XMPP covers a vast number of
areas but at its core is very simple and extensible. Here we learn about the core concepts so
when we come to building our XMPP applications later we understand what's going on.
Chapter 3, Building a One-on-One Chat Bot - The "Hello World" of XMPP, show us how to
build a simple chat bot and interact with it via a standard client.
Chapter 4, Talking XMPP in the Browser Using XMPP-FTW, we introduce XMPP-FTW and
shows us how to build some basic functionality.
Chapter 5, Building a Multi-User Chat Application, how to create a very basic multi user chat
client in the browser and begin chatting with our XMPP users.
Chapter 6, Make Your Static Website Real-Time, takes a standard static website and add real
time data to it pushed via XMPP, making even the dullest website dynamic and exciting!
Chapter 7, Creating an XMPP Component, shows how to create our first server-side
component, which let you develop business logic without modifying the server itself.
Chapter 8, Building a Basic XMPP-Based Pong Game, how to create a simple application,
using standard chat messages to convey game state. We also learn about Client DISCO for
discovering capabilities of a client connected to a chat server.
Chapter 9, Enhancing XMPPong with a Server Component and Custom Messages, explains how
to develop a full-fledged XMPP demonstration application, including a server-side
component, an XMPP-FTW extension that allows us to create our own messages, and clients
that talk to the server using those messages.
Chapter 10, Real-World Deployment and XMPP Extensions, presents considerations for
deploying your app, including security and scalability. These capabilities are described in
XMPP Extension Protocols (XEPs), and in this chapter we also take the opportunity to
introduce several additional XEPs that describe emerging XMPP features, including Internet
of Things and WebRTC.
What you need for this book
The requirements for all sections of this book after fairly minimal. Any computer built
within the past five years that supports a recent version of Linux, Mac, or Windows will be
sufficient. An up-to-date browser will be required for websocket support, but even then the
project is able to fall back to standard HTTP. You machine should have at least 128 Mb of
free RAM and the same amount of hard drive space.
Who this book is for
If you want to learn about the fundamentals of XMPP, be able to work with the core
functionality both server-side and in the browser, then this book is for you. No knowledge
of XMPP is required, or of TCP/IP networking. It's important that you already know how to
build applications of some form, and are looking get a better understanding of how to
implement XMPP for one or more of its many uses. You should be interested in the
decentralized web, know HTML, and know JavaScript and NodeJS. You will probably
know JSON, and hopefully XML (this is the native output of XMPP).
In this book, you will find a number of text styles that distinguish between different kinds
of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions,
pathnames, dummy URLs, user input, and Twitter handles are shown as follows: First we'll
install libicu and libexpat-dev.
A block of code is set as follows:
modules_enabled = {
Any command-line input or output is written as follows:
source ~/.bashrc
nvm install 6
node -v
New terms and Important words are shown in bold. Words that you see on the screen, for
example, in menus or dialog boxes, appear in the text like this: "The shortcuts in this book
are based on the Mac OS X 10.5+ scheme."
Warnings or important notes appear in a box like this.
Tips and tricks appear like this.
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An Introduction to XMPP and
Installing Our First Server
Picture this scene: It's 1999 and you have just received your brand new computer, which
sports a super-fast 333 MHz processor, a massive 256 MB of RAM, and a copy of the latest
operating system, Windows 98. Not only that, but it also has a 33.6 kbps modem. After
setting a wallpaper of your favorite mountain range and adjusting the screensaver to have a
cool floating 3D effect, you set about connecting yourself to the information superhighway.
Soon, colleagues and friends find out that you have got yourself connected and start
inviting you to connect. Jennifer in the office is using ICQ, so you also install ICQ and start
chatting. Meanwhile, you've received an e-mail from your friend Marty, who asks you to
install AOL Instant Messenger. Not wanting to be left out, you sign up and connect there
too. Several weeks later, you've also installed Yahoo! Instant Messenger and MSN
Now, each time your modem completes making the bing-bong electronic noises, you
instinctively fire up several instant messaging applications to ensure you don't miss any
messages from friends, family, and colleagues. Worse still, if you want to have a group chat
with Linda and Marvin, that's not possible since both of your friends have decided to use
different instant messaging programs. You begin to think to yourself that there has to be a
better way.
Enter XMPP, a federated secure set of standards that allow clients and servers to talk to
each other in a common language.
An Introduction to XMPP and Installing Our First Server
In this chapter, we'll cover the following topics:
What is XMPP?
Uses of XMPP
XMPP and the Web
Installing Node.js
Installing, configuring, and testing our XMPP server
Creating a test account and connecting
What is XMPP?
Work on a new instant messaging system designed to solve the aforementioned problems
began in 1998 with the development of theExtensible Messaging and Presence Protocol, or
XMPP, and the first XMPP server was made available by January 1999.
Over the next 6 years, the Jabber software and standards were defined and eventually
approved by the Internet Engineering Task Force (IETF). Jabber became known as XMPP
during that process. The process of becoming part of the IETF meant that the protocol
underwent a huge amount of scrutiny, laying the foundations for the maturity and security
in the protocol that we are seeing today.
Additional standards were created later that extended the platform so that it could handle
things such as voice and video calls, Multi-User Chat (MUC), publish-subscribe systems,
avatars, vCards, and feature discovery. These standards are looked after by a body called
the XMPP Standards Foundation, or XSF, which handles the publishing, editing, finalizing,
and obsoleting of the standards.
The important thing to realize about XMPP is that rather than being a set of software, it is a
set of standards that define how clients and servers should interact, much like HTTP is a
standard rather than a specific piece of software like Apache. What this means is that there
are many implementations of servers and clients, all interactively speaking a common
language from proprietary solutions to open source offerings forming a large and rich
An Introduction to XMPP and Installing Our First Server
The XMPP logo
XMPP provides many advantages outside of its plethora of servers and clients, which
includes the following:
Decentralized: Unlike big messaging silos such as MSN messenger or ICQ,
XMPP is built from the ground up so that servers are able to intercommunicate,
mimicking the format of the early Internet. With no single point of failure, a
friend's server going down does not prevent you from communicating with other
friends or colleagues.
Secure: The XMPP community works hard to ensure that the standards and
implementations are highly secure, by adopting things such as mandatory serverto-server encryption and secure authentication mechanisms, and by becoming
involved with (and implementing where appropriate) new secure mechanisms
such as DNSSEC. This focus on security has led to XMPP being deployed in
environments requiring the highest levels of security, from actively deployed
armed forces through to financial institutions.
An Introduction to XMPP and Installing Our First Server
Scalable: With servers able to handle hundreds of thousands of connections at
any time and due to XMPP's push architecture (versus HTTP's pull for example),
hugely scaled systems not previously possible have been created.
Real-time: Sending messages in real time enables new ways of developing
capabilities that were previously difficult to support, such as remote
collaboration on a project and talking to people all over the world without the lag
or complexity of older communication methods.
Multi-device: Somewhat ahead of its time, XMPP was built with multiple devices
baked into the protocol. These are exposed as resources on your Jabber ID (JID),
which means you can be connected to the same account from a desktop
computer, a mobile phone, and a tablet at the same time and have messages
routed appropriately.
Extensible: XMPP is an extensible platform, meaning new functionality can be
added to the protocol without interfering with existing features. This means that
new ways of working and new standards come into existence (such as WebRTC),
which can be integrated into XMPP with ease. These extensions are called XMPP
Extension Protocols, or XEP for short, and a full list (including obsolete or
abandoned extensions) can be seen on the XMPP website at
Mature: With hundreds of server and client implementations developed over 15
years, the standard can be said to be heavily battle-tested, and many deployments
of XMPP systems demonstrate that the standards embodied by the protocol are
scalable for today's Internet and the Internet of the future.
Lastly, another major advantage of using or developing on the XMPP platform is the
amazing community that rallies around the protocol. Within the XSF and the community at
large, there is a huge amount of experience, help, knowledge, and enthusiasm. The
community has very active mailing lists, and chat rooms, as well as scores of developers
writing blogs and articles and regularly speaking at events all over the world. This
welcoming community means that it is easy to propose ideas, get feedback, and improve
deployments or implementations with the knowledge that you will be supported by a great
group of people.
[ 10 ]
An Introduction to XMPP and Installing Our First Server
Uses of XMPP
XMPP is used to solve many real-world problems and has made its way into many large
services, often without users realizing. Some large examples of deployments or XMPPbased services include:
Google Cloud Messaging (GCM)
Facebook chat
Google Talk (discontinued)
Additionally, many services also allow users to connect via an XMPP gateway, meaning
that users can connect with their preferred clients rather than with those supplied by a
company, such as Slack and Skype.
XMPP is deployed in many industries where its uses go beyond simple chat applications to
include diverse purposes such as the following:
Building management
System control
Log watching
Cyber-incident report management
Peer-to-peer session negotiation (such as with WebRTC)
Voice-over-IP (VoIP)
Identity services
XMPP and the Web
With the continuing rise of the real-time web and WebRTC applications, XMPP is becoming
more relevant on the web than ever before. Its push architecture means that lightweight
real-time applications can be built without continuously polling the server, making for
more scalable web applications. Its mature standards mean that developers are quickly able
to build real-world applications without having to design their own proprietary standards
and benefit from the thought and problem solving that has gone into XMPP.
[ 11 ]
An Introduction to XMPP and Installing Our First Server
With all its advantages, one area that WebRTC hasn't solved (nor was it designed to solve)
is the issue of session negotiation. Not only was a standard called Jingle available in XMPP
before WebRTC arrived in the browser, but also it turns out that it's a great way of
transferring session data to form peer-to-peer sessions. This means that users are now able
to use WebRTC clients of their choice without having to visit and reply upon a meet me
type URL or a proprietary signaling method.
Installing Node.js and library dependencies
Node.js was released in 2009, and since its release, it has quickly become a nearly
indispensable tool for server side development using JavaScript. Node.js allows developers
to create fast and scalable applications (especially when asynchronous IO libraries are used)
in a single language throughout an application's stack, with JavaScript running on both the
back-end and front-end.
While Node.js is not required for working with XMPP, all examples in this book will utilize
libraries written in Node.js, some of which can also run on the browser.
Using Ubuntu 16.04 as a base, we're now going to install Node.js and some core
dependencies for the libraries we'll be using.
First we'll install libicu-dev and libexpat-dev. These libraries allow us to perform case
transformations on international characters and process XML, respectively:
$ sudo apt-get install libicu libexpat1-dev
Next, we'll work on installing Node.js itself. My preferred method of achieving this is to use
nvm by Tim Caswell, which is available from this GitHub repository:
reationix/nvm. Please check out the readme for the current installation instructions, but at
the time of writing this book, the procedure is as follows:
$ curl
/ | bash
$ source ~/.bashrc
$ nvm install 6
$ node -v
This will install the latest version of the Node.js 6 release for you. The advantage of using
nvm over the operating system packages is that it is easy to switch between different
versions of Node.js with a simple command.
[ 12 ]
An Introduction to XMPP and Installing Our First Server
Installing our XMPP server
There are a large number of XMPP servers in the wild, from proprietary to open source,
with communities of varying sizes. The XSF maintains a list of servers on its website at http
:// However, this list does not take into account
whether the projects are inactive or not; nor does it indicate the state of their
implementations. Four open source servers worth having a look at which include:
Openfire: A hugely popular Java-based server with a large community
supporting a large number of plugins and that is actively developed (for more
information can be found at:
Tigase: A popular Java-based server with active development and a great
community, for more information can be found at
MongooseIM: An Erlang-based server forked from a previous XMPP server
implementation and actively developed by Erlang Solutions, which can be found
Prosody: A fast and resource-light Lua-based server with a great core
development team and an active community, which can be found at http://pros
In this book, we're going to make use of Prosody since it is very easy to install, run, and
configure. Before deploying to production, we recommend that you investigate the
advantages and disadvantages of each system to see what works best for your particular
requirements and environment. As XMPP is a standard, you'll be able to swap out servers
without making any code changes, a great benefit of working with this setup.
Installing the server
Installing Prosody on an Ubuntu system is very easy since it is included in the main
package repositories. In order to install Prosody, run the following command at the
command line:
$ sudo apt-get install prosody
Prosody can then be started and stopped using the following standard methods:
$ sudo service prosody start
$ sudo service prosody stop
[ 13 ]
An Introduction to XMPP and Installing Our First Server
If you are not using Ubuntu, then Prosody may be available via your respective package
manager. The best installation instructions for Prosody can be found at
Prosody also produces Docker images of their releases, which are available from the official
Docker hub:
Configuring the server
By default, Prosody will store its configuration file at
/etc/prosody/prosody.cfg.lua. The configuration file itself is rather simple and is
written in the Lua language, which is the same language in which the Prosody server is
Shown here is the configuration file we are going to use throughout this book. Following
the configuration example is an explanation of each part of these settings. As always, for the
most up-to-date and detailed information, please visit the Prosody website (http://prosod
modules_enabled = {
allow_registration = true;
daemonize = true;
consider_bosh_secure = true;
cross_domain_bosh = true;
pidfile = "/var/run/prosody/";
c2s_require_encryption = false
authentication = "internal_plain"
log = {
debug = "/var/log/prosody/prosody.log";
error = "/var/log/prosody/prosody.err";
[ 14 ]
An Introduction to XMPP and Installing Our First Server
{ levels = { "error" }; to = "syslog";
VirtualHost "localhost"
enabled = true
ssl = {
key = "/etc/prosody/certs/";
certificate = "/etc/prosody/certs/";
VirtualHost "anon.localhost"
authentication = "anonymous"
Component "component.localhost"
component_secret = "mysecretcomponentpassword"
Now, let's discuss each of the sections of the configuration file:
modules_enabled: describes the modules to load when Prosody is started. At its
core, Prosody is quite small, but many of the XMPP features are implemented
within modules. If you ask members of the Prosody team whether the server
supports a new feature, the response will generally be “There's a module for that.”
A full list of modules and configuration can be found at
The modules we are loading here are mostly the defaults which are set by
Prosody on installation:
roster is like an address book for XMPP.
saslauth Simple Authentication and Security Layer (SASL) is a framework for
authentication. It separates authentication mechanisms from application protocols,
allowing any authentication mechanism supported by SASL to be used with any
application protocol that uses SASL. It is within the SASL framework that we see
the more secure authentication mechanisms.
Transport Layer Security provides encrypted communications for XMPP data
dialback Provides server identity verification using DNS when attempting to talk to remote
Short for discovery, this allows the server to advertise what features it supports to
other servers and clients.
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An Introduction to XMPP and Installing Our First Server
Replies to software version requests.
Reports on how long the server has been active.
Reports back on the time according to the server.
Sets up the server to reply to ping requests.
register Allows clients to create new user accounts on sign-up.
Required fordaemonizing and syslog logging.
Bidirectional-streams Over Synchronous HTTP (BOSH) is a long polling setup
that allows two way XMPP communication over HTTP. It is a predecessor of
WebSockets but still very useful in situations where connectivity isn't perfect.
allow_registration=true;: Allow users to create an account from a client.
daemonize = true;: Run Prosody as a daemon. If running in Docker, set this to
consider_bosh_secure = true;: Generally, rather than talking to Prosody's
BOSH endpoint directly, we proxy it via a web server (such as Nginx) and use
that to handle SSL. Therefore it's safe to consider BOSH requests as secure.
cross_domain_bosh = true;: This adds COR headers to BOSH responses to
allow requests to come from any domain.
pidfile = "/var/run/prosody/";: This is the location of the
Process ID (pid) file for Prosody.
c2s_require_encryption = false;: In production, we'd have this set to true
for security, but for development, it's safe to set this to false. If set to true, then
we'd be insisting on encrypted connections.
authentication = "internal_plain";: The authentication mechanism used
for clients. Here, we're saying to store the password as plain text, but in
production, we'd store passwords as encrypted strings. This then also affects the
usable authentication mechanisms.
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An Introduction to XMPP and Installing Our First Server
The log entry: Sets the log locations and the level at which we perform logging.
Our setup pushes even the most detailed entries to the log files.
Next, we define a set of virtual hosts, much like we would with a web server.
Here, we have defined two virtual hosts for different reasons:
VirtualHost "localhost": This is our main virtual host and the
one on which our users will exist. A user's JID will appear as
test@localhost, for example.
VirtualHost "anon.localhost": Here we define what is
known as an anonymous domain. This allows users to connect
without an XMPP account. Generally, it is a best practice to prevent
anonymous accounts from communicating with other servers in
order to prevent spam.
Lastly, we define a component connection (more about these later). We define
our component to run on a subdomain. When a component attempts to connect
to a server, the component sends a shared secret (i.e. a password known in
configuration files for both the component and the server) as an authentication
mechanism. Generally, components are run on the same server, so this method of
authentication is considered appropriate.
Then we save this configuration file to /etc/prosody/prosody.cfg.lua and restart the
$ sudo service prosody restart
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An Introduction to XMPP and Installing Our First Server
Testing our setup
Next, we're going to test our Prosody setup. First, we will test whether Prosody is listening
to the client-to-server (C2S) and server-to-server (S2S) ports. By default, with
XMPP, the C2S port is 5222 and the S2S port is 5269. We can perform a quick and easy test
using telnet. If your server is running as expected, you will see an output similar to the
following screenshot:
Testing Prosody connections using telnet
Next, we will also verify whether we have set up our BOSH endpoint correctly by visiting
the endpoint in a browser, by visiting http://localhost:5280/http-bind/, port
number 5280 being the default BOSH port, we should see the following screenshot:
Testing Prosody's BOSH endpoint from a browser
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An Introduction to XMPP and Installing Our First Server
Creating a test account
Prosody has a great command-line utility, prosodyctl, which allows us to create and
update user accounts as well as command the server. Here, we're going to use it to create
our first XMPP account on the server. Type the following command in the command line:
$ sudo prosodyctl adduser test@localhost
You will then be prompted to enter a password. Let's use the Password password for now.
Once this is complete, we have our XMPP account. We'll test this with a client in a moment.
If you ever forget your user passwords, it's simply a case of running the
preceding command but replacing adduser with passwd. You will then
be prompted for a new password.
Installing an XMPP client
Lastly, we'll install a standard desktop XMPP client, which will allow us to interact with our
code. A list of XMPP clients is held on the XMPP website (
e/clients/). Find one suitable for your platform and follow the installation instructions.
In this book, we're going to use Empathy ( since it
comes installed as standard in the Ubuntu desktop:
1. First, load the Empathy application and you will be presented with the main
2. From here, select Accounts from the Empathy menu in the title bar.
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An Introduction to XMPP and Installing Our First Server
3. Choose to add an account and select the Jabber option.
Setting up an XMPP account in Empathy on Ubuntu
4. Next, in the Jabber ID box, enter test@localhost; and for the Password, enter
5. Once your details are entered, pop open the Advanced box and uncheck
Encryption required, since we won't need this while developing.
6. After clicking on Done, your client should be connected to your local XMPP
server; it's not very exciting so far.
7. To doubly verify that you are connected, you can check the Prosody log file and
you should see entries similar to the following:
$ sudo tail /var/log/prosody/prosody.log
Feb 09 20:37:43 c2s2250e30 info Client connected
Feb 09 20:37:43 c2s2250e30 info Authenticated as test2@localhost
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An Introduction to XMPP and Installing Our First Server
In addition to the main log file, there is also an error log file located at
/var/log/prosody/prosody.err (by default). Should something be
happening that you aren't expecting, this is also a good location to check.
XMPP is a widely used, secure, and federated messaging standard based on XML that has
undergone a large amount of scrutiny and it is a part of the IETF.
We learned that XMPP, whilst having a very small core, can be and has been extended
through additional standards called XEPs. XEPs are looked after by a group called the
XMPP Standards Foundation (XSF). Because of its extensions, XMPP finds itself utilized in
many scenarios, from simple multi-user chat rooms through to push notifications everyone
will be familiar with from their smartphones.
We installed Node.js so that we can run the code examples that will appear later in the
book. We then installed our first XMPP server (Prosody), created an account, and
successfully connected to it from a traditional desktop XMPP client.
We're now ready for our adventure to begin.
In the next chapter, we'll have an overview of the core concepts from XMPP where things
that you'll see often mentioned and therefore will be helpful to understand. We'll map
technical concepts to more general terminology and understand why XMPP is the way it is.
Welcome to the exciting world of XMPP!
[ 21 ]
Diving into the Core XMPP
While this book aims to get you to start building applications with XMPP quickly and
effectively, it's important to understand some of the core concepts and how XMPP systems
hang together. While attempting to keep things light, we'll run through these areas so that,
when discussing or using XMPP, you'll understand all the terms being thrown around
without having to run off to your search engine of choice.
In this chapter, we'll cover the following topics:
Identifying yourself on the network – the JID
The three communication blocks of XMPP
How extensibility is achieved
The life cycle of a connection
Introducing the Jabber ID
In order to identify a user on the XMPP network, you need to know two things: the server
on which they have an account and the account name on that server. So far, looks very
much like an e-mail address, for example, marty@mcfly.fam.
However, XMPP being somewhat visionary for its time-realized that people would
probably be using multiple devices/clients connected to the same account, and therefore
added the resource that identifies a specific client connection on that account. When we
include the resource, we get what is known as a full Jabber ID, or full JID. An example is
Diving into the Core XMPP Concepts
The JID is made up of three parts:
marty @ mcfly.fam / highschool
Like e-mail, the domain part of the JID is case insensitive, but, unlike e-mail, the local part is
also case-insensitive. XMPP goes one big step beyond this, however, and uses full Unicode
for addressing so that JID can be made up of any number of non-ASCII characters. To
handle differences in upper or lowercase for these characters, a method called Preparation
of Internationalized Strings, or stringprep, which is defined in RFC-3454, is used.
Thankfully, this is usually implemented in lower level libraries, which makes things easier
for XMPP developers.
Message routing
By sending a message to a full JID, including the local, domain, and resource portions, you
are targeting a specific connection/device on a specific account, and those messages will
always go directly to the user.
If you were to send a message using the bare JID (which is a full JID without a resource),
then messages to that account would be handled by the server and maybe dealt with in one
of several ways. For example, the message could be forwarded to the most connected
resource, or put into offline storage should there be no connections on that account.
At the very minimum, a JID must consist of a domain that would identify a server (or a
component, but more on that later). Messages addressed to a domain are handled by the
server itself.
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Diving into the Core XMPP Concepts
Basic building blocks of XMPP
This may come as a shock, but communications in XMPP come via just three (that's right
three) top-level elements. These pieces of communication are calledstanzas, and by sending
sets of these with various contents, we can achieve everything we need to with XMPP.
These top-level elements are:
<presence/>: For sending the connection status of a client (online, offline, away,
and so on)
<message/>: Used to send messages or alerts
<iq/>: The Information Query, or IQ, is for handling, setting and retrieval of
In the following section, we'll talk about each of these in turn so that you can gain an overall
understanding of what they are designed for and how they are used. Later in the chapter,
we'll delve into XMPP communications just a little deeper, but for now let's cover these
three important areas.
Presence is all about communicating the current state or availability. If you think about IM
systems, then this is the online, busy, away, or offline status of another user. For real-time
communications, it is important to know whether another user is available when you send
them a message so that you can (hopefully) receive a timely response.
The following is an example of a user sending their presence to their XMPP server (note that
this can be achieved by not setting the to attribute), telling the server that they are online
and ready to receive push updates. For example if Marty arrived late at school because Doc
Brown set all the clocks incorrectly, he can also set a status message:
<presence from="marty@mcfly.fam/highschool">
<status>Damn alarm clocks!</status>
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Diving into the Core XMPP Concepts
User presence updates generally have three (all optional) children, which are as follows:
type: The availability of the user. This can contain values such as Away, Chat,
Extended Away (XA), and Do Not Disturb (DND).
status: This is a human-readable string describing the status of the user (for
example, out for lunch). There can be multiple status elements with different
xml:lang namespaces for describing their status in several languages.
priority: A value between -127 and +127, which suggests to the server the
connection to route messages should they be directed at the user's bare JID. Not
providing a priority value automatically sets this to 0.
Once you've sent a presence stanza to the server (which can be as simple as
<presence/>), the server will start pushing real-time updates to your client.
Whenever your client updates its presence information (by sending a new presence stanza
or by going offline), the server takes note. By using presence, we can also see the availability
of our friends and colleagues, but first, they need to ask for permission to see our online
status, and this is handled by presence subscriptions.
Presence subscriptions
Now your presence is all very interesting, but it isn't of much use to you as you know what
your current availability is. The availability of your contacts (be they friends, colleagues,
family, or even some helpful bots) is much more useful. However, to see their status and for
them to see yours, you must both ask and approve sharing of this information (permission
is not reciprocal, and both parties must ask for and grant it). This is where presence
subscriptions come in.
To ask to see another user's presence information, we must first send a request; in our case,
Mr. Strickland is logged in at the Hill Valley High School office and wants to know when
Marty McFly is available, so he sends a presence subscription request as follows:
<presence from="" to="marty@mcfly.fam"
type="subscribe" />
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Diving into the Core XMPP Concepts
If Marty is online, or the next time he is online, he'll get this request pushed from the server
just as before. Let's be realistic-he will probably not want to let his high school principal
know his status! To avoid getting future updates about this request, he'll just tell the server
<presence from="marty@mcfly.fam/clocktower"
to="" type="unsubscribed" />
Now, if Jennifer were to send Marty a presence subscription request, I'm pretty sure he'd be
willing to grant her permission, so we see these stanzas shared:
<presence from="" to="marty@mcfly.fam"
type="subscribe" />
<presence from="marty@mcfly.fam/clocktower" to=""
type="subscribed" />
Remember that presence subscriptions are only one-way. Marty must now ask Jennifer for
permission to see her status, so he sends a request back:
<presence from="marty@mcfly.fam/clocktower" to=""
type="subscribe" />
We'll leave you to decide whether Jennifer grants Marty permission or not, but let's say she
did. The next time Marty logs in with his XMPP client and sends his first presence update
(which most clients will do automatically), he'll get pushed Jennifer's most recent presence
status and any new updates that are sent by her clients (remembering that she could be
logged in multiple times).
Should a user decide that they no longer want status updates from another user, they can
unsubscribe at any time by sending an unsubscribe presence stanza:
<presence from="lorraine@baines.fam/underthesea" to="biff@tannen.hello"
type="unsubscribe" />
Directed Presence
Some entities in XMPP aren't subscribable via Presence subscriptions, such as publishsubscribe (or pubsub) systems and multi-user chat (or MUC) rooms, so for these cases, we
have what is known as Directed Presence.
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Diving into the Core XMPP Concepts
Directed Presence is exactly the same as sending a standard presence update, but in this
case, instead of setting the to address to that of the server (or leaving it out entirely), we set
it to the JID of the receiving party. In the case of a pubsub system, this is likely to be a
server JID; or, in the case of an MUC, we include the full JID of the room itself (more on
these concepts later).
Once we've sent a Directed Presence, then once we go offline, the server will handle
sending an offline notification to the JIDs to which we have sent a Directed Presence. So
they stop sending us real-time updates and show us as having left the chat room (or some
other appropriate behavior).
Client capabilities
Not all XMPP clients are the same. For example, when connected from a mobile phone, the
user may only wish to be involved in text chat communications, while a full desktop client
may be happy to become involved in Peer-to-Peer (P2P) video and voice calls as well as file
transfers. Therefore, a way to advertise the features that a client is capable of supporting is
advertised using entity capabilities and is described in XEP-0115.
Here's a typical entity capabilities flow:
<presence from="doc@brown.sci/delorean">
<c xmlns=""
hash="sha-1" node="http://brown.sci/clients/outatime"
In this message, the c element represents the capabilities that Doc's client supports. Here,
the node attribute represents the client that he is using, and ver is a string constructed of
several pieces of information about the client.
This presence is then forwarded by Doc's server to everyone who has a presence
subscription. One of these people is Linda McFly, whose client doesn't recognize the ver
string and node combination. Therefore, her client makes a query back to Doc's client to
find out what capabilities it supports/provides:
<iq from="linda@mcfly.fam/lyonsestates"
<query xmlns=""
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Diving into the Core XMPP Concepts
Here we're making a Discovery or DISCO request (don't worry, we'll get into DISCO
requests later!), asking Doc's client to inform us what it is capable of doing. Doc's client
replies as follows:
<iq from="doc@brown.sci/delorean"
<query xmlns=""
<identity category='client' name='Timeline safe XMPP Client'
<feature var=''/>
<feature var=''/>
<feature var=''/>
<feature var='urn:xmpp:time'/>
Now Linda's client knows that Doc's client supports the capability discover, the ability to
discover information about the client (disco#info), Doc's geographical location, and the
time of his client (very important information for time traveling!).
The next time Linda's client receives the ver and node combination, her client will
understand what capabilities it supports and can thereby tailor communications with Doc
appropriately. Additionally, because the ver string is generated in a standard way, should
anyone else be using the same client with the same features, Linda will know what this
means without querying the other clients.
Presence overloading
Seeing the extension of presence in the preceding lines, it might seem advantageous to start
adding more information to presence stanzas and extending them further. For example,
Marty McFly, who listens to a lot of music, might feel it appropriate to advertise what song
he is listening to from his client.
While this is perfectly achievable with XMPP, it certainly isn't a good idea. Presence stanzas
form a large proportion of traffic on the XMPP network, and filling in the stanzas with
additional information will greatly increase the amount of information transferred on a
regular basis. Additionally, other users with presence subscriptions to Marty may not be
interested in this information, and therefore it would essential be useless data being
[ 28 ]
Diving into the Core XMPP Concepts
If this is something you are interested in doing later on, then for this we have Personal
Eventing Protocol or PEP (see XEP-0163).
Message stanzas are the real-time update mechanisms of XMPP. At the very general level,
they are most often used to pass instant messages (IM) between users; however, through the
extensibility of XMPP, they can also be used to convey any structured data that a user
requires alerting to.
Messages when sent do not have a built-in receipt that the message was delivered or read
(although this can be achieved using XEP-0184). If a message is sent to a non-existent XMPP
domain or a user that doesn't exist on a server, then an error message will be returned
informing the sender of this.
Here, we see a typical message stanza sending a message from one user to another:
<message from="george@mcfly.fam/highschool"
to="lorraine@baines.fam/highschool" type="chat">
<body>Lorraine. My density has brought me to you.</body>
Here, George is sending a private chat message to Lorraine. Should they be having a
conversation, it is also possible to include a <thread> element containing an ID so that
future messages in the conversation have context.
In this case, the type of the message is chat, but there are also several other message types:
groupchat: For messages to a multi-user chat room. If a user is sending a
message to a particular person in a chat room, then the type chat is used instead.
headline: Generally used by automated systems; for example, headline is used
by publish-subscribe systems to inform users that there is an update (often
including the payload too).
error: For server replies stating there was an error with message delivery.
Here is an example of a headline type message from a publish-subscribe system, in this
case, a time update from a clock to which Doc has subscribed:
<message from="" to="doc@brown.sci/weatherexperiment"
<entry xmlns="">
<title>Time updates</title>
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Diving into the Core XMPP Concepts
<content type="text">The time is 10:00pm</content>
While most messages will probably be of the unformatted text type in the first example,
three other typical payloads include Delivery Receipts (XEP-0184), XHTML-formatted
messages (XEP-0071), and chat state notifications (XEP-0085), which inform the receiving
party about actions being performed by the other user (such as typing, pausing, and so on).
Delivery receipts
The sending user includes an ID with each message sent, and an element requesting a
delivery receipt is returned. The receiving client, upon seeing this element, returns a
delivery receipt referencing this ID to the sending user:
<body>Whoa. Wait a minute, Doc. Are you trying to tell me that my mother
has got the hots for me?</body>
<request xmlns='urn:xmpp:receipts'/>
<received xmlns='urn:xmpp:receipts' id='ack-123'/>
Clients should advertise their understanding and ability to return delivery
receipts via entity capabilities, as seen earlier in this chapter.
[ 30 ]
Diving into the Core XMPP Concepts
XHTML-IM messages implement a subset of XHTML, and represent a way to sharelightweight
text markup. When sending an XHTML-IM message, note that a client should always
provide a standard body element with content that best represents the information within
the html element for clients that understand this extended format:
<message to=""
<body>Chuck! Chuck, it's Marvin. Your cousin, Marvin Berry. You know that
new sound you're looking for? Well, listen to this!</body>
<html xmlns=''>
<body xmlns=''>
<p>Chuck! Chuck, it's Marvin. Your cousin, Marvin Berry. You know
that <em>new sound</em> you're looking for? <strong>Well, listen to
Chat state notifications
Knowing the party you are communicating with is a very useful feature in instant
messaging applications and is seen throughout many different services. In XMPP, this is
implemented using chat state notifications.
XMPP supports five different chat states. These are as follows:
<active/>: The other user is actively participating in the chat or they have come
back from an inactive state, for example, focusing on the chat window or
returning to the computer after a break.
<inactive/>: The other user is not actively participating in the conversation.
For example, they are no longer focused on the chat window for a period of 2
minutes or more.
<gone/>: The user is no longer participating in the chat. They may have closed
the chat window or are not focused on it for a much longer period (10 minutes or
<composing/>: The user is actively typing and a message may be imminent
exciting times!
<paused/>: The user was typing but has stopped, maybe to contemplate their
next sentence before typing more.
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Diving into the Core XMPP Concepts
In the following example, George is initially typing his response and then the message is
sent with an active element stating that he is actively taking part in the conversation:
<composing xmlns=''/>
<body>Well of course now Biff I wouldn't want that to happen</body>
<active xmlns=''/>
As with delivery receipts, the ability to understand and send chat state
notifications should be advertised by clients using entity capabilities.
The Information Query (IQ) stanza is where the work is done in XMPP. Rather than being
used in a fire-and-forget fashion like message stanzas, IQ requests represent a request for
information or a request to set some piece of information. Therefore unlike message stanzas,
they always return a response, even to inform the requester of an error.
There are two types of IQ requests: The GET request, which is comparable with GET in
HTTP; and the SET request, which, as you may have guessed, equates to a POST, PUT, or
DELETE in HTTP. The response stanzas come in the form of RESULT or ERROR.
Unlike message or presence stanzas, IQ stanzas also have the requirement of an id attribute,
which is a unique identifier that allows the mapping of a response to the original request,
since XMPP is asynchronous, and so responses may be returned out of order.
[ 32 ]
Diving into the Core XMPP Concepts
A typical IQ request might be from a client to a server to see what features it supports (like
our entity capabilities from before, it works on servers too!), and would look like the
<iq type='get'
id='info-request-1' >
<query xmlns='' />
With the response being the following:
<iq type='result'
<query xmlns=''>
<identity category='conference' type='text' name='family-chat-rooms'/>
<feature var=''/>
<feature var=''/>
<feature var=''/>
<feature var='jabber:iq:time'/>
Let's say that by accident, Marty makes a request to a server that does not exist. After a
short period of time, the server he is connected to will respond to him, informing him of the
error. Note that the ID in the error response is exactly the same as the original stanza, and
therefore Marty knows that his request for information about mcwalk.fam is related to the
error that he receives in return:
<iq type='get'
id='info-request-2' >
<query xmlns='' />
<iq type='error'
<query xmlns=''/>
<error type='cancel'>
<item-not-found xmlns='urn:ietf:params:xml:ns:xmpp-stanzas'/>
[ 33 ]
Diving into the Core XMPP Concepts
There's a whole set of different error response types defined for the XMPP
network. These include things such as item not found, permission denied,
and service unavailable. Often, errors will include an additional plain-text
element describing the specific error so that the user knows exactly what
has gone wrong. These errors are defined in RFC 3920 section 3.9.2, if you
would like to read more.
While the ID attribute on a stanza should be unique and unguessable (for example, not
using incrementing values), it is important that when sending IQ stanzas, clients record the
address to which they are sending stanzas along with the ID to prevent what is called
stanza ID spoofing. Without this protection, a malicious entity could take a guess at the ID
of stanzas sent by your client and send, at best, bad data or, at worst, information that could
reveal data that the user does not wish to share. Most XMPP clients will handle this for the
user, silently protecting them from such attacks.
In this chapter, we learned about JID, and the way users and their specific connections
identify themselves on the network, as well as a little bit about message routing within
We then went on to look at the way entities communicate, the stanza, and the three types
(Presence, Message, and IQ), which between them allow for the huge range of functionality
available in XMPP.
With these two core concepts understood, we can now forge ahead and start building things
with XMPP with you knowing the terms that are going to be thrown around as we
[ 34 ]
Building a One-on-One Chat
Bot - The "Hello World" of
Almost every programming language and framework has its own version of the “Hello
World” program. XMPP frameworks are no different, and the equivalent to writing “Hello
World” in XMPP is creating an echo bot, a simple XMPP client that simply returns any
message it receives to the original sender.
In this chapter, we will build a simple echo bot on the server side using a node-xmppclient. We will send messages to it from a standard XMPP client, and we will see the
messages being echoed back. In the process, we will explore how client-to-server (C2C)
streams work in XMPP.
C2S connection life cycle
To start exchanging stanzas between the client and server, an XMPP client must first form a
connection with a server and start an XML stream. XMPP servers are generally found using
a Domain Name System (DNS) Service record (SRV). If an SRV record does not exist, the
client will attempt to connect to the resolved domain directly otherwise, a hostname can be
supplied by the user themselves.
Building a One-on-One Chat Bot - The "Hello World" of XMPP
Once a connection has been formed, a stream will be started using the following message:
<?xml version="1.0">
<stream:stream xmlns="jabber:client"
xmlns:stream="" version="1.0"
The server will then form its own return stream with the client in response:
<?xml version="1.0">
<stream:stream xmlns="jabber:client"
xmlns:stream="" version="1.0"
from="brown.sci" id="stream:1a3f">
<starttls xmlns="urn:ietf:params:xml:ns:xmpp-tls" />
<compression xmns="http://jabber.or/features/compress">
<mechanisms xmlns="urn:ietf:params:xml:ns:xmpp-sasl">
You will notice that the server responds with more information about the stream than it can
support. In this example, it offers an encrypted connection via Transport Layer Security
(TLS) in addition to stream compression using zlib. It also describes the authentication
mechanisms that it will support via Simple Authentication and Security Layer (SASL),
which we'll cover in the next section.
Among active XMPP server administrators and server/client developers,
there is an active movement to require the use of encryption in all XMPP
communications as outlined in the manifesto by Peter Saint-Andre and
documented at:
Most clients will use a TLS connection if one is available. With TLS, the socket connection is
upgraded without disconnecting. Within the encrypted connection, a new stream is started
as in the first example.
More information on the supported stream features can be found here:
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Building a One-on-One Chat Bot - The "Hello World" of XMPP
At the end of any XMPP session, a closing </stream> will be sent. This means that, you
were to take the entire transcript of a connection's communications, it would comprise a
well-formed XML document. The XML of the published XEP will also constitute a valid
Authenticating with a server
As we saw earlier, the server stream setup response advertises a set of mechanisms by
which the client can authenticate using SASL. SASL is a standard that, in theory, can
support any authentication mechanism that supports the SASL standard.
Currently, you are most likely to see PLAIN or DIGEST-MD5 mechanisms being advertised,
but there are several others becoming more popular as awareness in security improves (for
example, SCRAM-SHA-1). Some servers will even allow users to authenticate as an
anonymous user by advertising the ANONYMOUS authentication mechanism.
Recall that the last portion of a fully formed JID is the resource. Once authentication has
completed, the client attempts to bind its connection to that resource. A specific resource
(for example, DeLorean) may be requested by the client (this, however, may be overwritten
by the server), or a random resource may be supplied instead.
Installing node-xmpp-client
To interact with an XMPP server, we will use a popular Node.js project callednode-xmppclient. This is a JavaScript implementation of an XMPP client that can run on both the
server side or in the browser usingBrowserify (
First, we will create a new folder for our project and install the library there. To do this,
open a terminal window and type the following commands:
cd ~
mkdir xmpp-echo-bot
cd xmpp-echo-bot
npm install node-xmpp-client
This will install node-xmpp-client inside a new node_modules directory. At the time
this book is published, node-xmpp-client should be at version 3.0.0 or greater.
Now we have our library installed, we start building our echo bot!
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Building a One-on-One Chat Bot - The "Hello World" of XMPP
Building our echo bot
To build our echo bot, we will need to put a few things in place. First, we will create a user
account for the bot. Next, we need to let the bot connect to a server. Then we'll send and
receive messages. Alright, let's build a bot!
Creating a new user
The first thing we need to do is create an XMPP account for our bot to use. Recall from
Chapter 1, An Introduction to XMPP and Installing Our First Server that we used
prosodyctl to add a new account:
sudo prosodyctl adduser bot@localhost
Give the account a password as tellnoone. Once you have created the account, you can
test it using a standard XMPP client if you wish.
Connecting to the server
Next, we'll create an index.js file and set up our XMPP connection:
const Client = require('node-xmpp-client')
const options = {
jid: 'bot@localhost',
password: 'tellnoone'
const client = new Client(options)
client.once('online', (connectionDetails) => {
console.log('We are connected!')
Here, we are asking to connect to the bot@localhost account with the password
tellnoone. Normally, node-xmpp-client would perform a DNS lookup for the SRV
record for the server domain, but as we're using localhost, it won't need to do that in this
case. Once we create the client object, we listen for the online event that tells us that we are
connected to the XMPP server and authenticated. When this event is emitted, it tells the
client details about its new connection.
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Building a One-on-One Chat Bot - The "Hello World" of XMPP
Should we not have DNS set up for our XMPP server (or should it not be running on
localhost), then we could have specified a server parameter. Additionally, we could have
requested a specific resource using a resource parameter on the options object, like this for
const options = {
jid: 'bot@localhost',
password: 'tellnoone',
host: 'localhost',
resource: 'echo'
Now, if we head back to our terminal and run the index.js script, all being well, we
should see the following:
$ node index.js
We are connected!
{ jid:
{ local: 'bot',
domain: 'localhost',
resource: 'echo',
user: 'bot' } }
Here, we're told that we are online and that we did in fact obtain the full JID that we
requested, that is, bot@localhost/echo. This is a great start, but we'll have to start
listening for incoming stanzas and respond with an echo if we're ever to achieve our goal!
If you want to see exactly what is being sent back and forth between the
client and server during connection and authentication, run the same
script again, but with an environment variable of DEBUG equal to asterisk
(*), and you'll see all the interesting details!
Telling the server we're online
Once the client is connected, we'll need to tell the server that we're online so that it knows to
route any stanzas sent to the bare JID (bot@localhost) through to our script. To do this,
we'll need to build a stanza using the library that comes as part of node-xmpp-client
calledLess than XML or ltx.
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Building a One-on-One Chat Bot - The "Hello World" of XMPP
We can access ltx via the client object we loaded earlier. To send the presence data, we
must first be online, so we'll add a function call in that event to send a presence stanza. Our
code now becomes:
const Client = require('node-xmpp-client')
, ltx = Client.ltx
const options = {
jid: 'bot@localhost',
password: 'tellnoone'
const client = new Client(options)
client.on('online', (connectionDetails) => {
console.log('We are connected!')
const sendPresence = () => {
var stanza = new ltx.Element('presence')
console.log('Sending presence: ' + stanza.toString())
When we run our code, we should see the following:
$ node index.js
We are connected!
{ jid:
{ local: 'bot',
domain: 'localhost',
resource: 'echo',
user: 'bot' } }
Sending presence: <presence/>
Don't worry about ltx too much for now as we'll discuss it in more detail later.
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Building a One-on-One Chat Bot - The "Hello World" of XMPP
Listening for incoming stanzas
Next, we'll update the code to listen for incoming stanzas. This is easily done by listening
for the stanza event on the client object we created in index.js. To achieve this, add the
following at the end of your file:
client.on('stanza', (stanza) => {
console.log('Incoming stanza: ' + stanza.toString())
Note that when we receive stanzas through this event, we aren't getting a raw string but a
stanza parsed by the ltx library that gives us access to useful methods.
If we now run our script again and start sending messages to bot@localhost from our
test@localhost account (connected via a standard XMPP client), we'll see the stanzas that
are sent by our desktop client when attempting a conversation.
We can send messages to the bot using the Empathy client. In Empathy, choose New
Conversation from the main menu. In the resulting dialog, type bot@localhost and hit
Enter (or click on Chat; your call!). In the chat window, let's now say 'hello'. In our
terminal we should see the following:
$ node index.js
We are connected!
{ jid:
{ local: 'bot',
domain: 'localhost',
resource: 'echo',
user: 'bot' }
Sending presence: <presence/>
Incoming stanza: <message id="41f40db8" type="chat" to="bot@localhost"
<active xmlns=""/><request
As we can see from the output, we were sent a chat message from Empathy with the text as
expected! Great stuff! We'll also notice that Empathy is using chat state notifications as
defined in XEP-0085 ( 85.html); we'll get on to
discussing these notifications later in the chapter.
[ 41 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
Reading the chat stanza with ltx
Next, we'll learn how to play with ltx in order to read the stanza using the chat message
we've just received.
ltx itself isn't an XMPP-specific library but a general-purpose XML
parsing/building library. It can use several parsers under the same API,
and will even compile and run in the browser using Browserify
First, we can determine whether the stanza was a message by using the is() method:'message') // === true'iq') // === false
We can also obtain the value of an element attribute by using the attr() method, or get a
list of all the attributes by checking the attrs property:
stanza.attr('from') // == test@localhost/2054a4ab
stanza.attr('id') // == 41f40db8
console.log(stanza.attrs) /*
{ id: '41f40db8',
type: 'chat',
to: 'bot@localhost',
from: 'test@localhost/2054a4ab',
'xmlns:stream': '' } */
If we then want to see whether there was a child element called body, we can obtain it
const bodyElement = stanza.getChild('body')
Or alternatively, grab the child text from the body element using:
const message = stanza.getChildText('body')
const message = stanza.getChild('body').getText() /* longer alternative */
If the body element doesn't exist, then we'll get a null response. Therefore, it is important to
verify that these elements exist before attempting to act upon them (for example, getting
their text value).
[ 42 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
There are several other methods for inspecting and retrieving data from stanzas using ltx,
and these can be found in the ltx documentation available at
With this new knowledge, we can update our code to only listen for incoming chat
messages and ignore other stanzas, writing out to the terminal the message content and
from where it was received:
client.on('stanza', (stanza) => {
if (false ==='message')) return /* Not a <message/> stanza */
const messageContent = stanza.getChildText('body')
if (!messageContent) return /* Not a chat message */
const from = stanza.attr('from')
const logEntry = 'Received message from ' ${from} ' with
If we now run our code in the terminal and send a chat message from Empathy, we should
see the following output:
[ 43 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
Responding to incoming messages
Now we know how to extract information from an ltx object. Next, we can look at building
up a response stanza and echoing the message.
To start building a new stanza, we create a new message, as follows:
const message = new ltx.Element('message')
Next, we'll need to add details as to whom to send the message to and give it a type of chat.
This can be achieved by using the attr() method and providing a second argument:
message.attr('type', 'chat')
message.attr('to', from) /* Since we're echoing back to the sender */
If we don't supply a from attribute, the XMPP server will be nice enough to add this data
for us before passing on the stanza. By supplying a second argument to the element
constructor, we can actually shortcut these method calls as follows:
const message = new ltx.Element(
{ type: 'chat', to: from }
To add a child element and element text, we use the c() (short for child) and t() (short for
text) methods as follows:
When we call c() on a stanza, we are returned to the child element. To move back up the
XML document, we can use the up() method or root() to go back to the document root
directly. When node-xmpp-client sends the stanza, it will always call root() before
sending; there's no need to worry about calling this yourself first.
If we were to output the built stanza as a string, we would see this:
<message type="chat" to="test@localhost/2054a4ab">
<body>Hello little chat bot!</body></message>
[ 44 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
We now have all the pieces required to echo messages. The last step is to send the stanza
back over the client connection. This is achieved by calling the send() method on the client.
Our final code looks like this:
const Client = require('node-xmpp-client')
, ltx = Client.ltx
const options = {
jid: 'bot@localhost/echo',
password: 'tellnoone'
const client = new Client(options)
client.on('online', (connectionDetails) => {
console.log('We are connected!')
const sendPresence = () => {
const stanza = new ltx.Element('presence')
console.log('Sending presence: ' + stanza.toString())
client.on('stanza', (stanza) => {
if (false ==='message')) return /* Not a <message/> stanza */
const messageContent = stanza.getChildText('body')
if (!messageContent) return /* Not a chat message */
const from = stanza.attr('from')
const logEntry = `Received message from ${from}
with content:\n${messageContent}`
const reply = new ltx.Element(
{ type: 'chat', to: from }
If we send a new chat message from our XMPP client, we should see our message echoed
back immediately.
[ 45 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
Extending our echo bot
Now that we've built a simple bot, wouldn't it be nice if it were a bit more intelligent and
useful? Let's extend our echo bot to do three additional things. First, we'll have it accept
presence subscription requests so that users can see when the bot is online. We'll then tell it
to get a result from DuckDuckGo's Instant Answers API (,
and we'll implement chat state notifications so that it looks like the bot is thinking about the
answer and responding.
Responding to presence subscription requests
In Chapter 2, Diving into the Core XMPP Concepts, we introduced presence subscriptions as
a way of allowing other users to see your status or availability. To make it possible for other
users to see the current availability of our bot, we'll automatically approve any presence
subscription requests as they are received.
Recall that a presence subscription request looks as follows:
<presence from="" to="marty@mcfly.fam"
type="subscribe" />
The response is almost exactly the same (except with to/from reversed and a type of
<presence from="marty@mcfly.fam/clocktower" to=""
type="subscribed" />
Let's update our bot code to automatically respond to these requests. In addition, we'll
extend our presence sending slightly to add a status (as well as a small refactor):
const sendPresence = () => {
const stanza = new ltx.Element('presence')
console.log('Sending presence: ' + stanza.toString())
const handleMessage = (stanza) => {
const messageContent = stanza.getChildText('body')
if (!messageContent) return /* Not a chat message */
const from = stanza.attr('from')
const reply = new ltx.Element(
{ type: 'chat', to: from }
[ 46 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
const handlePresence = (stanza) => {
if (false === stanza.attr('subscribe')) {
return /* We don't handle anything other than a subscribe */
const reply = new ltx.Element(
{ type: 'subscribed', to: stanza.attr('from') }
client.on('stanza', (stanza) => {
if (true ==='message')) {
return handleMessage(stanza)
} else if (true ==='presence')) {
return handlePresence(stanza)
This is great progress! Now other users (once requested) will be able to see if the bot is
online and responding to requests!
Returning results from DuckDuckGo Instant
Answers API
Our next step is to make the bot do something more useful than to just echo back the
original request. We'll have the bot use the user's message as a query for the DuckDuckGo
Instant Answers API and simply return the first result URL and description.
As this is Node.js, there's already a useful library (
that wraps up all the required requests and returns the information we are after. To install
this library, we run this from our terminal within the project folder:
$ npm install ddg
At the top of our bot script, we then load the library by including the following line:
const ddg = require('ddg')
[ 47 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
Next, we update our handleMessage() function to make a library call:
const handleMessage = (stanza) => {
const query = stanza.getChildText('body')
if (!query) return /* Not a chat message */
const from = stanza.attr('from')
ddg.query(query, (error, data) => {
const result = null
if (error) {
result = 'Unfortunately we could not answer your request'
} else {
if (!data.RelatedTopics[0]) {
result = 'Sorry, there were no results!'
} else {
const item = data.RelatedTopics[0]
result = item.FirstURL + '\n' + item.Text
const reply = new ltx.Element(
{ type: 'chat', to: from }
Now, if we fire up our bot script again, we'll see some interesting results when we send it
some messages:
[ 48 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
Sending chat state notifications
Now our bot is actually doing some useful work for us! The last step is to give the user
some indication that it is doing something. In order to do this, we'll useChat State
Notifications (XEP-0085: 85.html)
These notifications are designed to indicate to your chat partner when you are typing,
paused, inactive, and so on so that they know whether to expect a reply in the near future.
This is a common pattern seen in many chat applications. Here's how it is implemented in
Chat state notifications have five possible values, which are as follows:
<active/>: The user is actively participating in the conversation.
<inactive/>: The user is no longer actively participating in the conversation.
For example, they've unfocussed the chat window, or have been away from their
computer for a couple of minutes or more.
<gone/>: The user is no longer participating in the conversation at all. For
example, they've been away from their computer for a period of 10 minutes or
<composing/>: The user is composing a reply.
<paused/>: The user was composing a reply but has temporarily paused.
Chat state notifications can be sent by themselves as in the following:
<message to="marty@mcfly.fam/delorean" to="doc@brown.sci/delorean"
<composing xmlns=''/>
They can also be sent as part of the chat message itself:
<message to="marty@mcfly.fam/deloean" to="doc@brown.sci/clocktowner"
<body>Come on Doc!</body>
<inactive xmlns=''/>
The ability to support chat state notifications should be advertised by a
client using the
namespace upon a disco#info request. This is purely a client feature,
and therefore no support is required from the server. For a list of Jabber
namespaces, see
[ 49 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
For our bot, it would be great if we could let the request or know that the bot is active in the
conversation, then composing a response while the server request is sent, and then inactive
when the result is sent.
In the active and composing states, we'll send just the state notification to the requester,
and then, once we've sent our response, we'll include the inactive along with the result:
const NS_CHAT_STATE = ''
const sendChatState = (to, state) => {
const stanza = new ltx.Element('message', { type: 'chat', to })
stanza.c(state, { xmlns: NS_CHAT_STATE })
console.log('Sending chat state: ' + stanza.toString())
const handleMessage = (stanza) => {
const query = stanza.getChildText('body')
if (!query) return /* Not a chat message */
const from = stanza.attr('from')
sendChatState(from, 'active')
sendChatState(from, 'composing')
ddg.query(query, (error, data) => {
const result = null
if (error) {
result = 'Unfortunately we could not answer your request'
} else {
if (!data.RelatedTopics[0]) {
result = 'Sorry, there were no results!'
} else {
const item = data.RelatedTopics[0]
result = item.FirstURL + '\n' + item.Text
const reply = new ltx.Element(
{ type: 'chat', to: from }
.c('inactive', { xmlns: NS_CHAT_STATE })
console.log('Sending response: ' + reply)
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Building a One-on-One Chat Bot - The "Hello World" of XMPP
Notice that when building the stanza that includes the query result, we use the up()
method, since a c() call always returns the child element.
Now, by running our bot and sending a request, we should see the following in the
$ node index-ddg.js
We are connected!
{ jid:
{ local: 'bot',
domain: 'localhost',
resource: 'echo',
user: 'bot' } }
Sending presence: <show>available</show>
Sending chat state: <message type="chat" to="test@localhost/2054a4ab">
<active xmlns=""/></message>
Sending chat state: <message type="chat" to="test@localhost/2054a4ab">
<composing xmlns=""/></message>
Sending response: <message type="chat" to="test@localhost/2054a4ab">
Films directed by Robert Zemeckis</body>
<inactive xmlns=""/></message>
Signing off
Ideally, just before closing our client connection, we should send a presence to the server to
tell it that we are going offline, as follows:
<presence type='unavailable'/>
However, XMPP servers will generally send this to all your contacts when it detects that
your client connection is closed on your behalf (including those contacts you've sent a
directed presence to).
[ 51 ]
Building a One-on-One Chat Bot - The "Hello World" of XMPP
Great work! In this chapter, we've learned a huge amount! We wrote code to connect to an
XMPP server, handle incoming messages and presence subscriptions, inspect and build
stanzas, and send chat state notifications.
Ultimately, we've built a useful bot that heads off and fetches information about subjects
from DuckDuckGo's API. It's not hard to see how we can extend this concept to also do lots
of other useful tasks, from being a highly secure calculator (because everyone needs one of
those!) to being able to run commands remotely on a server based on incoming messages.
The world, as they say, is your oyster!
In the next chapter, we are going to learn about a library called XMPP For The Web (XMPPFTW), which will help us build browser-based applications including browser-based chat
applications, which we will explore in subsequent chapters.
[ 52 ]
Talking XMPP in the Browser
The Internet is everywhere and no longer is it safe to assume that an application is
something you download and install. More and more applications come in the form of web
applications or web apps, and as this book has Practical in the title it would be outrageous
not to move our server tools to the browser and build cool stuff from there.
In this chapter, we'll look at the traditional ways of interacting with XMPP in the browser,
discover why it is difficult, and get to know and install XMPP For The Web (XMPP-FTW).
Then we'll look at starting a conversation with the echo bot we created in XMPP-FTW).
Then we'll look at starting a conversation with the echo bot we created in Chapter 3,
Building a One-on-One Chat Bot – The “Hello World” of XMPP.
Interacting with XMPP in the browser
When XMPP was first developed, the standard way to use software was to install an
application on your home computer and connect to the Internet over a 56k modem.
Browsers were devices for visiting simple text and image documents linked together by
hyperlinks. Some people still refer to it as an information superhighway.
For this reason, while XMPP has been used in web applications in various ways, it has
somewhat been overlooked. Web developers in general have had bad experiences with
XML or see it as unnecessarily verbose (especially next to JSON).
Talking XMPP in the Browser Using XMPP-FTW
With the rise of the real time web, the proliferation of a new wave of chat, the Internet of
Things (IoT), and WebRTC applications (all discussed in Chapter 10, Real-world deployment
and XMPP Extensions), we see XMPP becoming increasingly more relevant and popular. As
a proven system, it has solved the problems these applications face in terms of scalability
and security it has well as also provided a standards-based method to avoid vendor lock-in.
Let's take a look at the two different methods of speaking to an XMPP server: One based on
our old friend HTTP and another using a more recent WebSocket specification.
Bidirectional-Streams Over Synchronous HTTP, or BOSH (for more information on the
specification, visit 124.html), is the XMPP name for a
long polling style of interacting in real time with the browser. It uses or some would say
abuses-standard HTTP to expose something akin to two-way real time communication
between a client and a server.
BOSH works by opening a connection to the server and sending a stanza wrapped in a
<body/> element (if required). The server will then hold open the connection until such
time as it has something to send to the client, at which time it will send the stanza (again
wrapped) and close the connection. The client will then re-establish a new connection
immediately. If, until some predetermined timeout elapses (generally around 60 seconds),
there is no stanza to send to the client, then the server will close the connection, again with
the client re-establishing a connection immediately.
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Talking XMPP in the Browser Using XMPP-FTW
Each connection has a related session ID (sid) and request ID (rid), which allow the BOSH
server to relate an HTTP session with an XMPP session on the backend.
While using HTTP may seem very old fashioned compared to something as modern as a
WebSocket (which we'll cover next), it does have the advantage of being very tolerant of
unreliable networks as new connections are made and destroyed on a regular basis.
The WebSocket protocol
The WebSocket protocol started appearing in browsers in the late 2000 and became an IETF
standard in 2011. Once a handshake is negotiated over HTTP, it creates an interactive TCP
connection between a server and a browser, allowing for interactive communications with
very little overhead. At this point, it no longer bears any resemblance to standard HTTP.
Having a full, two-way open connection between the server and the browser allows much
faster and closer to real time communications for web applications. The XMPP WebSocket
API was standardized by the IETF in 2014 (for more information, see and is now implemented by all of the most
popular XMPP servers.
While WebSockets do have the advantages of lower latency and higher throughput, they
also have a disadvantage that if the connection is severed, the connection between the
server and the browser IT needs to be reconnected and the XMPP client connection must be
renegotiated. Therefore, it is not reliable for situations where connections unreliable. This
can be overcome with some work by implementing stream management and session
resumption techniques (for more information on session management, refer to http://xmp 198.html), which were originally developed for the BOSH
protocol. However, this isn't built in as it is with BOSH.
Introducing XMPP-FTW
Around the autumn of 2012, as the real-time web was really starting to become an
important area, members of the XMPP developer community recognized that developer
teams were generating a lot of their own proprietary message setups but, more importantly,
were making the same mistakes that had already been solved in XMPP over a decade
earlier. The problem is that web developers simply saw XMPP and immediately sought
simpler solutions.
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Talking XMPP in the Browser Using XMPP-FTW
Most of the issues arose from having to work with XML. It is not a format that is familiar to
most web-developers; developers simply had bad experiences with it (remember SOAP?) or
WebSockets were not available and BOSH just seemed slow and cumbersome.
The solution was to deliver an alternative interface to XMPP. Naturally, for the Web, this
was JSON over a WebSocket. On the surface, this appears to be an easy goal since many
people think, incorrectly, that you can cleanly translate back and forth between XML and
JSON. Sadly, all existing attempts at this result in the one thing worse than XML ugly JSON!
Some work was started at an XSF meeting in Brussels in February 2013 and this piece of
exploratory work actually spawned two projects. The first is XMPP-FTW and the second is ( by Lance Stout.
The two projects differ in that XMPP-FTW is event-based and requires a server-side
component to manage the WebSocket connection, whereas is a purely client
side API solution with the then-draft WebSocket implementation added to the Prosody
XMPP server.
XMPP-FTW does not attempt to cover all of XMPP but a subset (although, it can be
extended and the amount of XEPs covered is increasing). It uses patterns that are seen
through the various standards, and attempts to keep things as simple as possible while still
giving access to as much of the underlying functionality as possible. That said, it does not
attempt to handhold the developer through XMPP.
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Talking XMPP in the Browser Using XMPP-FTW
The library itself is actually made up of over 23 small modules that implement different
parts of the various standards and can be included or left out to support only the
functionality the developer would like to expose to the browser.
Additionally, it doesn't prescribe a transport mechanism. This is something the developer
provides to the library so that it could quite happily work with WebSockets, HTTP, telnet,
or even crazier transport mechanisms such as e-mail! In reality, we use a WebSocket library
such as (, SockJS (, or any
other Node.js WebSocket implementation. The demo project (https://docs.xmpp-ftw.or
g) uses behind the WebSocket abstraction layer Primus (
The reason for the separation of the transport and the library is so that developers can use
their preferred transport, and also WebSocket libraries take care of things like
disconnections and reconnections much better than a custom library. Primus further allows
developers to choose a WebSocket library that suits their infrastructure and traffic needs
best without changing any code.
Once a WebSocket connection is formed, the server will hold a TCP connection open to the
XMPP server on the user's behalf (it uses node-xmpp-client for this), binding the two
together. When the library receives a stanza from the server, it will interpret the data,
convert it to JSON, and emit an appropriate event (all events begin xmpp to prevent
clashes). If an event is received from the WebSocket connection, the library will build the
appropriate stanza and send it to the XMPP server, registering a callback function as
We'll see how this works in practice as we work through the example code to follow.
Installing XMPP-FTW
The easiest way to get started with XMPP-FTW is to check out the skeleton project from
GitHub. We'll then go through each part of the server code to explain what is happening:
cd ~
git clone xmpp-ftw
cd xmpp-ftw
npm i
The skeleton project you've installed is a simple application that simply anonymously logs
in to the Buddycloud ( demo social network application, pulls the
latest posts from their developer channel, and puts them into the web page.
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If you now open up the index.js file, you'll see what is happening:
const express
, Emitter
, Primus
, engine
, xmpp
, Buddycloud
= require('express')
Here we're just loading a set of modules. Express is a simple web server for Node.JS,
primus and primus-emitter are libraries related to the WebSocket abstraction layer, ejslocals is a simple templating system used with Express, and xmpp-ftw and xmpp-ftwbuddycloud are the two modules we are going to use to interact with XMPP.
The main XMPP-FTW library contains implementations for simple one-to-one chat, presence,
and roster, as well as a set of useful smaller utilities (such as code to work with data forms
can be found at 4.html). Additionally, it includes the
main parent code as well as a base class from which all XMPP-FTW libraries should extend.
Continuing our look through index.js:
const app = express()
app.get('/', function(req, res) {
const server = app.listen(3000, function() {
console.log('Listening on port %d', server.address().port)
Here we're setting up the web server and telling it to render the index.ejs file from our
views directory:
app.configure(function() {
app.use(express.static(__dirname + '/public'))
app.set('views', __dirname + '/views')
app.set('view engine', 'ejs')
dumpExceptions: true,
showStack: true
app.engine('ejs', engine)
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The preceding code is simply configuration for the server. The important part is the line
that includes express.static. This line tells the server that if a file exists in a public
directory, then it should serve it directly:
const options = {
transformer: '',
parser: 'JSON',
transports: [
const primus = new Primus(server, options)
primus.use('emitter', Emitter) + '/public/scripts/primus.js')
Now we're starting to get to the interesting part of the code, although there isn't much code
at all, which is one of the best parts of setting this up! Here, we're creating an instance of
primus (the WebSocket abstraction layer). First, we set up the options to use the WebSocket library, with JSON payloads, and we'd like to use the four
different specified transport mechanisms, from super-fast, super-modern WebSockets right
back to good old polling mechanisms (great for devices with poor connectivity or behind
Lastly, we connect it to the web server, tell primus to use the emitter plugin we loaded
earlier (primus-emitter), and tell it to save its client code to the public directory, which is
where the files to be served are located:
primus.on('connection', function(socket) {
console.log('Websocket connection made')
const xmppFtw = new xmpp.Xmpp(socket)
xmppFtw.addListener(new Buddycloud())
socket.xmppFtw = xmppFtw
primus.on('disconnection', function(socket) {
console.log('Client disconnected, logging them out')
The final lines of the code actually see us loading XMPP-FTW. Here, we're detecting a new
WebSocket connection, loading an instance of XMPP-FTW, and injecting the BuddyCloud
extension. Upon disconnection, we also call the logout method of the XMPP-FTW instance so
that the appropriate messages are sent to the server.
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Talking XMPP in the Browser Using XMPP-FTW
That's in a whole web-accessible XMPP-FTW server in ~50 lines of code.
Playing with XMPP-FTW using the demo
One of the best ways to start exploring XMPP-FTW is, in fact, not to run any code at all but
to interact with XMPP manually via the projects demo console, which can be found at
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Talking XMPP in the Browser Using XMPP-FTW
The demo client, upon loading, creates a secure WebSocket connection back to a full
instance of XMPP-FTW (including all the current extensions).
After loading, the client will retrieve data from each of the manual pages to pull in the
XMPP events you can see listed in the dropdown on the left-hand side. Additionally, it will
also register all incoming events, so any received stanzas will appear in the demo.
By loading the event data from the manual itself, we can be assured that the events being
generated are exhaustive and are using the latest message formats.
The manual pages themselves can be found at and are
also linked from the footer.
If you'd like to play with the demo client itself, it can be downloaded from https://github
.com/xmpp-ftw/xmpp-ftw-demo or installed from NPM as follows:
npm i xmpp-ftw-demo
The website is running the latest code available from the NPM repository at all times.
We'll now go through a quick example in which we log in to an XMPP server, discover
what features the server supports, and make a ping request to the server.
No XMPP account? If you currently do not have an XMPP account on a
public server already, then why not?! To remedy this obvious mistake, we
suggest heading to the IM observatory's public server listing page (https:
// and signing up with an account on one of
the A-graded servers. Each server's registration procedure will differ, so
please visit their website for details. Welcome to the wider world of
First, we'll need to log in to our XMPP account. To do this start, typing the name of the
event for login in the first gray-bordered area under the Messages heading. The event we
are looking for is xmpp.login. By clicking on the event name, you'll notice that the demo
application has dropped an example payload into the box to the right, ready for us to
substitute our login details in.
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Talking XMPP in the Browser Using XMPP-FTW
Too small? You can try Ctrl plus click on the payload (and response
payload) text boxes to see a larger version. Press Ctrl plus click again
to shrink the magnified view.
Now you'll need to enter your valid login details (you can almost certainly remove the
resource and host fields). Once complete, hit the Send button, and within a very short time
you should see a message saying you are successfully logged in (note that you'll need to
write valid JSON for the client to parse your input).
Repeat, repeat, repeat! If you start playing with demo client on a regular
basis, you may find it very boring to keep typing in common stanza data.
The developers of the demo anticipated your pain and added the Use
local storage checkbox, which saves outgoing stanzas to your browser.
With the box checked, the next time you click on an event to send, it will
populate the data from your storage rather than the example payload.
Win, right?
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Talking XMPP in the Browser Using XMPP-FTW
Now that we're connected, we'll run a quick feature discovery request to our server and see
what features it has available. For this, we'll need to start typing,
and select the appropriate event. You can also see 4.h
tml and for more details about
discovery requests. Recall that we learned about discovery requests in Chapter 2, Diving
into the Core XMPP Concepts.
Let's first do something that's a little strange and purposefully a little wrong. In the payload
box, simply enter an empty JSON object ({ }) and hit Send. You should see the following
as the output:
What this is showing us is that we can easily link an incoming response event to its original
outgoing event (we'll do this in code later) and that the demo client will show this in the
appropriate location for us.
Next, let's fix our outgoing payload and get a more appropriate response. Now, as we're on
a public XMPP network, we don't just have to speak to the server we have connected to.
Therefore, we'll run our feature discovery request against one of the biggest and most
popular XMPP services there is, namely For this, our JSON payload should be
entered as follows with the event:
{ "of": "" }
Hitting Send should result in the following as output (note that I've used Ctrl plus
click on the response to maximize the data):
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Talking XMPP in the Browser Using XMPP-FTW
Awesome stuff, right? Now we're not only communicating with an XMPP server using
JSON from a browser, but also using the federated nature of XMPP to talk to a remote
server and find out what services it provides. Super awesome!
If you now look through the list of features, you'll notice that one of them has a feature of
urn:xmpp:ping, which means we can ping the server. So let's do that!
To ping the XMPP server, we need the simple event called (for more details on
XMPP ping, see and hit the Send button. We
should get an almost instant reply of true:
If you are really interested in the timings of the communications, then, if you pop open the
developer tools in your favorite browser, you'll see log messages about communication
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Talking XMPP in the Browser Using XMPP-FTW
In my case, I'm sitting at a desk in the southwest of the UK, talking to the demo server on
the East Coast of the USA (via a WebSocket), which is talking to a server in the south of
Germany (via a C2S socket), which itself is then talking to a server in the mid-US (via an S2S
socket), and then bouncing all the way back. So that's six trips across the Atlantic in a very
short span of time. Obviously, when deployed, you'd install your own instance and put
everything as close together as possible, but isn't technology just amazing?
Talking to our bot from the browser
So now you've learned about XMPP connections and XMPP-FTW, and you have played
with a JSON-based XMPP interface in a browser. Now let's build a very simple chat client to
talk to the bot we wrote in Chapter 3, Building a One on One Chat Bot – The “Hello World” of
Building a WebSocket-enabled web server in
First, let's create a new folder and initialize a new NPM project:
mkdir browser-chat && cd browser-chat
npm init
Answer the questions however you wish (you can just happily accept all the defaults if you
want). Once completed, you'll have a saved package.json file that describes the project.
As we install modules, we'll write their details into the file so that the installations can be
repeated by others later.
Rather than use express, we're going to use the base HTTP module from Node.js, as we're
only looking to deliver a couple of static assets from the server itself. Create a file called
index.js using an editor of your choice and add the following:
const http = require('http')
const server = http.createServer((req, res) => {
res.write('XMPP rocks my cotton socks!')
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Talking XMPP in the Browser Using XMPP-FTW
Please feel free to contact the author for the usual vim versus emacs editor
discussion, but be aware that vim is always the correct answer!
In the preceding code, we're creating an HTTP server and telling it to listen to port 3000.
When a request (req) is received, we simply write our string to the response (res) object
and close the connection.
If we now save and exit the file, then by running node index.js and opening our browser
to http://localhost:3000, we should see a browser window that looks like this:
Next, we'll want to extend the code to return some static files (namely an index.html and
some JavaScript files) to the user. We'll write it such that if a file exists on the filesystem,
we'll return an HTTP status code of 200, set a MIME-type of text/html (unless the file is in a
scripts directory, in which case we'll return application/Javascript), and return the file
contents. However, if the file is not found on the filesystem, then we'll just return a simple
404 response. OK, let's dive in…
cosnt http = require('http')
, fs = require('fs')
, path = require('path')
, url = require('url')
const server = http.createServer((req, res) => {
const uri = url.parse(req.url).pathname
if (uri === '/') uri = '/index.html'
const filename = path.join(process.cwd(), 'public', uri)
fs.exists(filename, function(exists) {
if (!exists) {
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Talking XMPP in the Browser Using XMPP-FTW
const mimeType = (-1 === req.url.indexOf('/scripts')) ?
'text/html' : 'application/javascript'
res.writeHead(200, mimeType)
In this example, we load a set of useful modules, with fs handling filesystem interactions,
path helping us to build file system paths, and url helping us to parse incoming URLs.
Next, we use the path module to obtain the requested URL path; if the value is simply a
slash, then we'll assume the user is requesting an index.html file for convenience. After
this, we use the fs module to see whether the file exists on the system after building up a
filesystem path from the processes working directory, a public subfolder, and the original
requested file. Given that Node.js tries not to block on Input/Output (IO), this is an
asynchronous callback.
If this file does not exist, then we write an HTTP status code of 404 (not found) to the
headers and end the request. But if the file is found, we check for the existence of script in
the request URL and set our MIME-type response accordingly as well as a 200 (OK)
response code. Lastly, we load the file from the filesystem and pipe it into our response.
Got that? Groovy! Then let's continue. If we create ourselves a public folder, generate an
index.html file, and fire the server back up, we should see our HTML being sent to the
mkdir -p public/scripts
echo "<h1>XMPP rocks everyone's socks</h1>" > public/index.html
node index.js
Refreshing our browser should return the expected message. Also note that if you navigate
to an unknown URL, for example, http://localhost:3000/does-not-exist, you'll get
a not found error in your browser.
Let's get cracking with our WebSocket connection! To do that, we'll first install a library
called primus ( Primus is a WebSocket abstraction layer for the, well,
common Node.js WebSocket abstraction layers, but it has a huge benefit of unifying their
APIs and fixing some bugs in the underlying code. We're also going to make use of the ws
WebSocket library (which is probably the simplest library you'll find). To install these and
save them to our package.json file, we run the following:
npm install --save primus@2 ws
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Talking XMPP in the Browser Using XMPP-FTW
If you quickly pop open your package.json file, you'll note that both of
these dependencies have been written inside, making it easy to install the
same modules later using npm install in the same directory.
Now we'll add primus to our script and handle a new WebSocket connection and
disconnection. To make things simpler, we'll simply add our new code at the end of
const Primus = require('primus')
const options = { transformer: 'websockets' }
const primus = new Primus(server, options)
primus.on('connection', (socket) => {
console.log('New websocket connection')
primus.on('disconnection', (socket) => {
console.log('Websocket disconnected')
}), 'public', 'scripts', 'primus.js'))
Here, we're generating a new Primus object, linking it to our server, and then reporting on
new connections and disconnections. Primus will also generate the appropriate client side
code for us, which we'll save to the public/scripts directory.
Talking WebSockets from a browser
Now that we have our server all set up to listen for WebSocket connections, we can start
building our browser code. For this, we'll pull in a Primus client code and update our
index.html to create the WebSocket connection. Our HTML file now becomes:
<!DOCTYPE html>
<title>XMPP Client Example</title>
<script type="text/javascript" src="/scripts/primus.js"></script>
<script type="text/javascript">
const socket = new Primus()
socket.on('open', function() {
console.log('Websocket connection achieved!')
<script type="text/javascript" src="/scripts/xmpp.js"></script>
<h1>Instant Answers Example Client</h1>
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Talking XMPP in the Browser Using XMPP-FTW
<p>Send me a search question and I'll reply with an answer</p>
Firing up your web server once again and peeking at both its output and the browser
developer console, you should now see messages about WebSocket connections being
created. Hit refresh in the browser and you'll also see a note about the previous connection
being closed before another is reopened. Exciting stuff!
Installing XMPP-FTW and getting messaging!
The last step for our server code is to install XMPP-FTW and wire it up on the server side.
But before that, we need a primus plugin calledprimus-emitter (
ayasso/primus-emitter), which allows us to use an event emitter with the WebSocket:
npm i --save primus-emitter@3
Then we append index.js with the following before to tell primus make
use of the plugin:
primus.use('emitter', require('primus-emitter'))
Finally, we can install XMPP-FTW on the server side and start concentrating on the client:
npm i --save xmpp-ftw
Now, within our WebSocket connection blocks, we'll need to create and destroy our XMPPFTW sessions, as follows:
const Xmpp = require('xmpp-ftw')
primus.on('connection', (socket) => {
console.log('New websocket connection')
const xmpp = new Xmpp.Xmpp(socket)
socket.xmpp = xmpp
primus.on('disconnection', (socket) => {
console.log('Websocket disconnected, logging user out')
XMPP-FTW by default includes extensions to handle both one-to-one chat and presence, so
there's no additional code to put in at this point. Now, to the client!
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Talking XMPP in the Browser Using XMPP-FTW
Chatting with our XMPP bot
To chat with our bot, we'll need three sets of areas on our web page. To make the
development process easier, we'll import jQuery into our web page. To do this, we'll add a
script tag to our <head> section and pull in jQuery ( from the Google
Then for our page elements, we'll first add a simple login form:
<div class="login">
<label for="jid">JID</label><input type="text" name="jid"
placeholder="jid" />
<label for="password">Password</label><input type="password"
name="password" />
<p class="connection-status">Offline</p>
<button type="button" name="login">Login</button>
Then we'll add an area to send our messages from:
<div class="send">
<label for="outgoing-message">Message</label>
<textarea name="outgoing-message"></textarea>
<button type="button" name="send-message">Send Message</button>
Lastly, we'll add an area to hold incoming messages:
<div class="received"></div>
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Talking XMPP in the Browser Using XMPP-FTW
The first task we'll need to complete is to get logged in to our server. Let's create a script file
in our project at public/scripts/xmpp.js, where we can start handling the client side
features. To handle login, we'll listen for a client on the login button:
socket.on('xmpp.connection', connected)
var connected = function(details) {
socket.on('xmpp.error', errorReceived)
var errorReceived = function(error) {
if ('auth' === error.type) {
return alert('Authentication failed')
$('button[name="login"]').click(function() {
var jid = $('input[name="jid"]').val()
var password = $('input[name="password"]').val()
if (!jid || !password) {
return alert('Please enter connection details')
var options = { jid: jid, password: password }
socket.send('xmpp.login', options)
Once you've completed this you can start up the server (using node index), open your
browser to http://localhost:3000/, enter the JID test@localhost and the password
password, and click on the Login button. Hopefully, we should see the connection status
updated to read Online. Great stuff so far!
Just in case you make an error in your code/outgoing data for events that
don't have a callback function, it's also worth listening on the
xmpp.error.client event so that you'll know if anything went wrong.
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Talking XMPP in the Browser Using XMPP-FTW
Interacting with the chat bot
The next thing we're going to do is interact with the server-side chat bot we created earlier.
To do this, we'll need to handle both sending and receiving a message, so we'll do this in
two parts. To receive a message, in our xmpp.js file, we'll listen for a click on the Send
Message button and output our message to the browser:
var sendMessage = function() {
var message = $('textarea[name="outgoing-message"]').val()
if (!message) return alert('Please enter a message!')
var toSend = {
to: 'bot@localhost' /* We'll hard code this for now */
content: message
var html = [ '<div class="message">', '<time>',
new Date().toString(), '</time>', '<span >
-&gt; </span> ', message, '</div>' ]
socket.send('', toSend)
Easy right? Next, we'll handle receiving a chat message:
socket.on('', receivedMessage)
var receivedMessage = function(incoming) {
if (('localhost' !== incoming.from.domain) || ('bot' !==
return /* Ignore messages from anywhere else */
if (!incoming.content) return
/* Ignore anything which isn't a chat message */
/* Note: We really should escape the message contents here! */
var html = [ '<div class="message">', '<time>', new Date().toString(),
'</time>', '<span > &lt;- </span> ',
incoming.content, '</div>' ]
Now we're handling incoming and outgoing messages from our bot. Should you wish to
fire up the bot and refresh your browser, then after logging in, you should be able to send
and receive messages. Super cool!
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Talking XMPP in the Browser Using XMPP-FTW
Seeing what the chat bot is up to…
As we went through the effort of getting the chat bot to send chat state notifications, it
would seem silly not to also display these to the end user so that they know that something
is happening. To do this, we'll need to add another section of HTML and extend our
received message function. In the HTML, we'll add a simple <p> tag after our received
<div> to display the chat status, as follows:
<p class="chat-status"></p>
Next, we'll update the function call just above the if (!incoming.content) line to handle
chat status notifications, making the function look like this:
var receivedMessage = function(incoming) {
if (('localhost' !== incoming.from.domain) ||
return /* Ignore messages from anywhere else */
if (!incoming.content) return
/* Ignore anything which isn't a chat message */
/* Note: We really should escape the message contents here! */
var html = [ '<div class="message">', '<time>', new
Date().toString(), '</time>', '<span >
&lt;- </span> ', incoming.message.replace(/\n/g, '<br/>'), '</div>' ]
We can then implement the handleChatState method to, well, handle chat state updates.
Remember, we only implemented a few of the states (active, inactive, and composing) in
our bot, so we'll just handle these specifically:
var handleChatState = function(state) {
if (!state) return /* Nothing to update */
switch (state) {
case 'active': state = 'Reading question'; break
case 'composing':
default: state = 'Writing a response'; break
case 'inactive': state = ''; break
Sweet! So now when our bot is off doing busy work, we'll see that it is busy serving our
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Talking XMPP in the Browser Using XMPP-FTW
Hello (hello, hello…)! Is there anybody out
Finally, it would be great to know if our bot was alive and kicking, or being lazy and taking
a break from its duties and having a rest. To determine this information, we'll need to use
presence and presence subscriptions. First, we'll update our code to tell the server
that we're available on connection, make a presence subscription request to our bot
(which it will automatically accept), and then display the presence of the bot on screen.
Let's add a little piece of HTML to index.html and default the bot to showing as offline
(you just can't get the right bots sometimes!):
<p class="bot-status">Offline</p>
Now that we have this code in place, our first task is to send our own presence availability
to the server once we've successfully logged in. We'll need to update the connected method
to send our presence out:
var connected = function(details) {
socket.send('xmpp.presence', { show: 'chat' })
Now we'll set up the code to listen for incoming presence status updates from the bot
(remembering that the first time we run this code we won't actually have a subscription
yet). Once again, we add code to our xmpp.js file:
socket.on('xmpp.presence', function(presence) {
if (('localhost' !== presence.from.domain) || ('bot' !==
presence.from.local)) {
return /* Ignore messages from anywhere else */
var status = 'Offline'
switch ( {
case 'chat': status = 'ready to answer!'; break
case 'away':
case 'xa':
status = 'away.'; break
case 'dnd': status = 'busy right now.': break
$('').html('Instant answer bot is ' + status)
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Talking XMPP in the Browser Using XMPP-FTW
The very final thing we'd need to do to get the XMPP server to send us presence updates for
the bot is request a presence subscription. The way we'll do this is quite wasteful
(since we're going to ask every page load regardless), but we can learn how to do this more
efficiently later on. Let's jump back to our connected method and send out our presence
var connected = function(details) {
socket.send('xmpp.presence', { show: 'chat' })
socket.send('xmpp.presence.subscribe', { to: 'bot@localhost' })
That's it! Refresh your browser and start playing with the instant answer bot-like, asking it,
“What is the best Pink Floyd song?” While you are at it, you should be able to stop and
restart the bot node process and see its presence status change in real time in the browser.
By the end of this chapter, we really starting to build some basic yet powerful stuff. With
just presence, simple instant messaging, chat state, and a whole fleet of bots, we can already
build quite powerful real time (and lets not forget federated) applications!
In this chapter, we learned about XMPP connection methods from the browser, we were
introduced to and played with XMPP-FTW, we built a simple HTTP and WebSocket server
to talk via the browser, and we built a browser-based client to chat with our instant answers
bot from Chapter 2, Diving into the Core XMPP Concepts.
In the next chapter, we will build a Multi-User Chat (MUC) application with our newly
gained knowledge of XMPP-FTW.
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Building a Multi-User Chat
To paraphrase a quote from a recent movie about a social network, “One-to-one chats aren't
cool. You know what's cool? Multiparty chats.” And with that bold statement, we stride into the
domain of Multi-User Chat (MUC).
In this chapter, we're going to learn the basics of multi-user chat rooms and how users are
identified, discovered, and configured. Then we'll extend our bot to join a chat room and
respond to messages. We will also build a simple browser-based MUC client using XMPPFTW.
The basics of MUC
At its most basic level, interacting with an MUC isn't that much different to holding a oneto-one conversation except that there are multiple parties (obviously!) and <message/>
stanzas get a type of groupchat (or sometimes private). There's actually a bit more than
that, but as soon as you understand this little bit of information, developing a multi-user
chat will not be difficult.
Joining a room
Let's take the example of Biff Tannen (biff@tannen.hello) and his gang hanging out at
Lou's café, which we'll refer to as
Building a Multi-User Chat Application
Notice that a chat room address looks just like a JID! The MUC room itself will sit on a
domain handled by an XMPP server and the local part becomes the identifier of the room
itself, in this case, gang. This means that an MUC room is just a JID that you can talk to.
Now, joining a non-password-protected room is simple: no, wait! It's really simple. In
essence, all we do is send a directed Presence (remember that from Chapter 2, Diving into
the Core XMPP Concepts?) to the room we want to join with a chosen nickname (more on
that later) and, provided it is not taken, we're in!
Let's say Marty turns up at the diner and wants to step into the conversation to help out
George McFly:
<presence from='marty@mcfly.fam/diner'
to='' />
Technically, we should also include a child element that signifies to the
room that our XMPP client is able to speak XMPP MUC using a child tag,
as follows:
<x xmlns=''/>.
But in practice, most XMPP servers are happy to continue without
receiving this element.
In this example, Marty has requested to join the room we've already identified, but you'll
notice that he has provided a full JID with the resource being the nickname he'd like to
identify himself with, in this case, Calvin.
The room itself has a bare JID (, but by appending Marty's room
nickname, we have a full JID that allows us to address Marty directly which is
Upon joining a MUC, the server will start to fire a bunch of <presence/> stanzas at your
client, giving you details about who is in the room (essentially a list of nicknames) and some
information about their role within a room. This is referred to as the room's roster. Here's a
quick example:
<!-- Marty joins the chat room -->
<presence from='marty@mcfly.fam/diner'
to='' />
<!-- We receive an entry for Biff who is the room owner -->
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<x xmlns=''>
<item affiliation='owner' role='moderator'/>
<!-- We receive an entry for George who is a room member -->
<x xmlns=''>
<item affiliation='member' role='participant'/>
<!-- We receive an entry for Skinhead who is a room admin -->
<x xmlns=''>
<item affiliation='admin' role='moderator'/>
While this is happening, each room member will also be sent a similar <presence/> stanza
from Marty's room JID, informing them that someone new has joined (the actual affiliation
and role would depend on the room configuration). For example:
<x xmlns=''>
<item affiliation='member' role='participant'/>
Your role and identity within a room
Now, something else to note is that within an MUC room, you are (mostly) anonymous.
There is nothing to stop Marty from requesting to join with the nickname Calvin, Marty, or
even Darth Vader.
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MUCs can be set up such that none, a subset (such as the room owner or moderators), or all
members can see your real JID, and this information can be found from the room
configuration before joining. It is also possible to have a nickname reserved for a specific
JID, or to request a nickname reservation. This ability is dependent on the XMPP service
and whether the room owner has requested this feature.
For a room, a user has both a role and an affiliation (as we saw from the room roster
stanzas). An affiliation is a permanent (well, for as long as the room exists) association that
sticks with the user, while a user's role exists for their current session.
Allowed affiliation values are:
Affiliation Values
The room owner. He/She has full control over the room and its members.
A user who is able to administer (or moderate) the room and its members.
A user with access to the room.
A user who has been permanently banned from the room.
The role values are as follows:
Moderator A user who can administer the room and its members.
Participant A user who can send a message to the room and potentially modify properties
such as the room subject. However, this is controlled by the room configuration.
A user with less access to the room than a participant, but they can still send and
receive messages. The exact difference is determined by the room configuration.
Sending and receiving messages
Once you've joined a room, it is only natural to want to send and receive messages.
Otherwise, why exactly would you have joined, right? Well, the good news is that if you
can handle one-to-one chat messages, it is really rather simple to send and receive
groupchat or even private messages.
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If we remember our message stanzas from Chapter 3, Building One-on-One Chat Bot – The
“Hello World” of XMPP, the <message/> element contained an attribute of type, which had a
value of chat. Now, for multiuser chat, the value of type will be either groupchat for a
message sent to everyone in the room or private for a message sent from one room occupant
to yourself. Additionally, the message will come from the full room JID (that is, roomname@domain/nickname) rather than the actual user's JID.
For example, once Biff arrives at Lou's café (or our chat room version of it), he asks George
for his homework assignment but he isn't worried about who sees his message. You will see
from the following stanzas that all participants will receive Biff's message:
<!-- Biff sends a message to the room -->
<message type='groupchat'
...and where are my reports?
<!-- The message is then broadcast to everyone there -->
<message type='groupchat'
...and where are my reports?
<message type='groupchat'
...and where are my reports?
If Biff had wanted to be more direct or discrete, he could have sent the message directly to
George, so that no one else could see, by setting the type attribute to private:
<!-- Biff sends a message to the room -->
<message type='private'
...and where are my reports?
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<!-- The message is then sent only to George McFly -->
<message type='private'
...and where are my reports?
Discovering MUC
Now we know all about joining and sending and receiving messages in a multiuser chat
room, but one thing we haven't discussed so far is finding the darn things! Let's make that
As with most things in XMPP, if you as a user are trying to find out what things are there
and what they do, you lean on your old friend DISCO. Let's look at a typical round trip to
find an MUC room that we're interested in. First, we make a DISCO#info request to the
server to see what features it supports:
<iq type='get' id='query1'
<query xmlns=''/>
The server will then return a list of features supported (note that this could potentially be a
long list if the server supports a lot of features!):
<iq type='result' id='query1'
<query xmlns='>
name='Baines family conversations'
<feature var=''/>
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The XML namespace of identifies that this server
provides a multiuser chat feature, so we can ask the server for a list of items (for example,
available chat rooms) it holds:
<iq type='get' id='query2'
<query xmlns=''/>
The server will then return a list of chat rooms:
<iq type='result' id='query2'
<query xmlns=''>
<item jid='tv-dining@chat.baines.fam'/>
<item jid='accident-victim@chat.baines.fam'/>
<item jid='miltons-room@chat.baines.fam'/>
Lastly, we could query each of the rooms, with a DISCO info query to the room JID, to find
out more:
<iq type='get' id='query3'
<query xmlns=''/>
<!-- ...with the response... -->
<iq type='result' id='query3'
<query xmlns=''>
name='Food and TV in the same room!'
<feature var=''/>
<feature var='muc_unmoderated'/>
<x xmlns='jabber:x:data' type='result'>
<field var='FORM_TYPE' type='hidden'>
<field var='muc#roominfo_description'
<value>We now have TV in the dining room!</value>
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<field var='muc#roominfo_contactjid'
label='Contact Addresses'>
<field var='muc#roominfo_subject'
label='Current Discussion Topic'>
<value>Jackie Gleason is on!</value>
In the response, you'll note that the entity once again identifies itself as a multiuser chat
room and also advertises some features that it supports, such as the fact that it is
unmoderated. Lastly, the response includes a data form (which we're about to get on to)
that gives the curious investigator more details about the properties and configuration of
the room itself.
Here we went straight to chat.baines.fam to perform our initial DISCO
info request. In reality, we wouldn't know what domains are available for
an XMPP server (especially a remote one!), and so we would first need to
perform a DISCO items query on the server. This would return a list of
items we could inspect, much as we did when we inspected the chat room
itself. We'll probably find that our MUC service is running using its own
component. While this is not a slow process, clients should cache some
results to make discovery faster with later requests and to provide a better
user experience.
Configuring our chat room using data forms
At some point, we will want to configure our chat room to do different things, for example,
only allow new users to read the messages, maybe add a password, or just set the room
name. While this may seem feasible to handle custom stanzas for a few of these types of
changes, when you expand to all the use cases just for configuration, then learning/knowing
all of these systems would become a nightmare.
Thankfully, XMPP provides something called a data form; it can help address this dilemma.
Data forms (as defined in XEP-0004) provide a standard way of requesting and setting
structured data. They can be thought of as analogous to forms on a web page, and indeed
you may notice several similarities.
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The basics of the data form
You'll be able to identify a data form by its distinctive opening tag:
<x xmlns='jabber:x:data'>
Once we see a tag like this, we'll know that we're working with a data form and we can act
accordingly. Data forms are broken into a set of fields, each described by a variable and a
type. Moreover, the form can have a title and instructions as well as a couple of additional
elements used for reporting results (but let's not worry about that for a moment).
The form itself will also have a type, which is set depending on how it is being used:
To request a data form, for example, what parameters can I configure
submit To submit data to the delivering entity, for example, setting room configurations
This is used when we want to cancel a request, for example, part way through a multistage process
The result returned from the server, for example, the chat room describing what
parameters can be configured
Next, let's take a look at a very simple data form. Picture the scene: George McFly is in a
conversation with Biff and his gang at Lou's café (our chat room), but so far he hasn't been
allowed to speak (he's a visitor in the conversation). He now wants to say something (that
is, become a participant), so he requests permission to speak:
<message from='george@mcfly.fam/counter'
<x xmlns='jabber:x:data' type='submit'>
<field var='FORM_TYPE'
<field var='muc#role'
label='Requested role'>
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As you can see, this is a very simple form with two fields. However, forms can contain as
many fields as required. The first field represents the form type (var ='FORM_TYPE') and
is marked as hidden, as it is used to identify the form on return to the sender but it is not
really of interest to the user. The second field is of type text-single, which represents a single
line of text, much like the <input type='text'/> element in HTML. You'll note that the
muc#role field also contains a label attribute, which is a human-readable string
representing the data that the form element represents. Below this, we have a value
element, which contains the form field value. If this were a type where multiple entries
could be contained, then we could include multiple value children.
There are several data types that can be contained within a data form field:
Data Types Description
Represents a true or false value, similar to <input type='checkbox'/> in
HTML. Both true (or 1) and false (or 0) are valid values for this field type.
A form field that is displayed to the user but isn't editable in any way.
A form field that should not be displayed to the user and generally is not edited
(for example, it may be used to carry some sort of state in a multipart form).
Compare this with <input type='hidden'/> in HTML.
A field that allows the user to select multiple values from a list of possible
options, similar to <select/> in HTML but with the multiple attribute set. Note
that there is A specialized version of this with type jid-multi, which allows the
user to pick multiple JIDs in a list.
Much like list-multi except that the user can only select a single option from the
list, and consequently is like an unmodified <select/> HTML form element.
Additionally, there is jid-single, which allows the user to pick a single JID from a
set of options.
Analogous to a <textarea/>, this allows the user to enter multiple lines of text,
but with a key difference; each new line is stored in its own <value/> element.
text-private This field type allows a user to enter a single line of text, but the data contained is
masked, similar in style to an HTML password input (that is, <input
Lastly, this field type allows for a single line of text entry from the user, much like
a standard input in an HTML form field (for example, <input type='text'
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Getting our MUC room configuration
Now that we know the basics, let's work through the process of getting and updating a chat
room configuration with a real example. First, we need to obtain the existing room
configuration along with the configuration form itself. As Biff is the owner of the chat room,
he makes the get request:
<iq from='biff@tannen.hello/lous'
<query xmlns=''/>
The server then returns to him a list of the configurable options as well as their current
value(s) if set:
<iq from=''
<query xmlns=''>
<x xmlns='jabber:x:data' type='form'>
<title>Configuration for "gang" Room</title>
Update this form to modify the configuration of the chat room
label='Room Name'
<value>Biff's gang @ the diner</value>
label='Maximum Number of Users'
<option label='5'><value>5</value></option>
<option label='10'><value>10</value></option>
<option label='15'><value>15</value></option>
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label='Members Only?'
<field type='fixed'>
Specify additional owners for this
room, providing one JID per line.
label='Room Owners'
In this example, we have a very small number of fields, but in reality the list could be much
If a mere participant such as Marty McFly were to request the room
configuration using the XML namespace, he would simply receive
an error response. To determine a configuration for non-moderators, we
would use a DISCO info request as we learned earlier.
Updating the room configuration
Now that Biff knows the current room configuration, he can either decide to cancel his
request or update the settings. To cancel his request, he would simply send an empty form
of type cancel. But if he wants to update the room configuration, he can do something like
<iq from='biff@tannen.hello/lous'
<query xmlns=''>
<x xmlns='jabber:x:data' type='submit'>
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label='Room Name'
<value>Biff's Cool Gang</value>
label='Maximum Number of Users'
label='Members Only?'
label='Room Owners'
Here, you'll notice that we can leave out much of the additional data when being told about
the configuration options and existing values, but we must include FORM_TYPE so that the
server is able to identify the form and its purpose.
On successfully updating the room configuration, the server would respond with a result
IQ stanza so that Biff knows his updates were successfully made:
<iq from=''
type='result' />
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Data forms in XMPP-FTW
As data forms follow a set format, they are easy to map to and from JSON for use with
XMPP-FTW. The only minor difference with data forms is that as we are using named events,
XMPP-FTW is able to fill in the FORM_TYPE on your behalf; so it's a little simpler again.
If we take the preceding example in which we configured a chat room, we'd have the
following in XMPP-FTW:
{ "room": "" },
function(error, data) { console.log(error, data) }
The server would then respond with a data form formatted, like so:
title: "Configuration for "gang" Room",
instructions: "Update this form to modify the configuration of the chat
room", fields: [
{ var: "muc#roomconfig_roomname", type: "text-single", required: false,
value: "Biff's gang @ the diner", label: "Room Name" },
var: "muc#roomconfig_maxusers",
type: "list-single",
required: false,
value: '5',
label: "Maximum Number of Users",
options: [
{ label: '5', value: '5' },
{ label: '10', value: '10' },
{ label: '15', value: '15' }
var: "muc#roomconfig_membersonly",
type: "boolean",
required: false,
value: true,
label: "Members Only?"
type: "fixed",
required: false,
value: 'Specify additional owners for this room, providing one JID
per line.'
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var: "muc#roomconfig_roomowners",
type: "jid-multi",
required: false,
label: "Room Owners"
Wherever we have data forms mixed in with other elements, it is a
convention to hold the data form under a form key when both sending
and receiving the fields. A full description can be found at
Using much the same format as the sent form, you would now respond as follows:
form = [
var: "muc#roomconfig_roomname", value: "Biff's Cool Gang" },
var: "muc#roomconfig_maxusers", value: '5' },
var: "muc#roomconfig_membersonly", value: true },
var: "muc#roomconfig_roomowners", value: [ 'biff@tannen.hello',
'' ] }
{ "room": "", "form": form },
function(error, success) { console.log(error, success) }
Having requested to update the form, our callback would then be triggered with a null
value for error and a true for success.
Creating a chat room
Of course, before we can ever configure our chat room we must first have created one.
There are two types of room: an instant room and a reserved room. An instant room is
created by the owner and it immediately allows others to join and start chatting. A reserved
room is created and locked until configured by the owner.
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The initial stages of creating a room are exactly the same with the creator (who becomes the
owner) sending a presence stanza to the JID of the room they wish to create. So let's
continue with our above example and say Biff would like to create the gang chat room at
Lou's café:
<presence from='biff@tannen.hello/lous'
<x xmlns=''/>
The server could respond in a couple of ways, but let's imagine a first example that Biff
would not be very pleased with:
<presence from=''
<error by='' type='cancel'>
<not-allowed xmlns='urn:ietf:params:xml:ns:xmpp-stanzas'/>
In this case, the chat service is letting Biff know that he's not allowed to create the chat
room. This might occur if, for example, the chat room already exists.
Now let's say Biff had been a good boy and was allowed to create his new chat room. The
server would send a response as follows:
<presence from=''
<x xmlns=''>
<item affiliation='owner' role='moderator'/>
<status code='110'/>
<status code='201'/>
What this says to Biff is that the room was successfully created and he has been made the
owner with the role of room moderator, which I'm sure makes Biff very happy! The
additional status elements are informational; with a status of 110, meaning that this
presence update refers to him, and 201 which informs him that the room has just been
created, but more on status numbers later!
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At this point, the room is still locked to the rest of the gang and Biff now has to decide how
he wants to proceed. If he'd like to accept the server defaults for the new room and start
allowing Match, Skinhead, and 3-D to join the room immediately he could send an empty
configuration stanza to the room, accepting the defaults, and opening it up:
<iq from='biff@tannen.hello/lous'
<query xmlns=''>
<x xmlns='jabber:x:data' type='submit'/>
If, however, Biff would like to configure the room before it is opened up to the rest of the
gang for example, to add a password or set the room description then he can go through the
room configuration stages as we went through them in the last section, starting with a
request for the configuration form:
<iq from='biff@tannen.hello/lous'
<query xmlns=''/>
Once Biff configures the gang's cool new chat room and its accepted by the server, the room
is then opened up for the other members to join.
Managing the users
The next thing Biff may want to do is to control/organize/manage (/bully?) the other
participants in the chat room. There are two things he can do here:
Change their role (session-length association to the chat room)
Change their affiliation (permanent association to the chat room)
These requests are made using an iq stanza to which the room sends a result. The subject of
the association change is then informed through a presence stanza and then the rest of the
room is also informed via presence stanzas.
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Let's say that Biff doesn't want George McFly talking back to him within his gang's
conversation. Let's see how he'd go about making George silent (or revoking his voice).
First, Biff requests a list of people in the chat who have the ability to speak (that is, they
have the role of participant):
<iq from='biff@tannen.hello/lous'
<query xmlns=''>
<item role='participant'/>
The room then responds to Biff with a list of current occupants:
<iq from=''
<query xmlns=''>
<item affiliation='member'
<item affiliation='member'
<!-- Marty isn't yet part of the conversation -->
<item affiliation='none'
Biff sees that George is part of the conversation and is able to speak so he tells the room that
he wants to silence George (and includes an optional reason):
<iq from='biff@tannen.hello/lous'
<query xmlns=''>
<item nick='george' role='visitor'>
<reason>Hey, shut up McFly!</reason>
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The room then responds that the request was successful (with an IQ type result stanza) and
then proceeds to inform George and the other gang members of the change:
<!-- Update sent to George -->
<presence from=''
<x xmlns=''>
<item affiliation='member'
<reason>Hey, shut up McFly!</reason>
<!-- Update sent to Skinhead -->
<presence from=''
<x xmlns=''>
<item affiliation='member'
role='visitor' />
Configuration updates
In the preceding data forms section, we saw how to change a room configuration. The room
owner(s) can change the room configuration at any time when the room is in existence. The
server is obliged to update the occupants about any changes that affect the security or
privacy of their room membership. This is achieved by pushing out a message stanza to
each occupant with a status code summarizing the change. For example:
<message from=''
<x xmlns=''>
<status code='173' />
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In this example, the room is informing Skinhead that the room is now semi-anonymous.
Status codes are used throughout MUC updates (mainly for legacy reasons) and are used to
convey a whole range of quick information. These are summarized in this table:
Status Stanza type
Related to
Entering a room
Lets the user know that anyone can see
their real JID
<message/> while
not active in the chat
Affiliation changes
While the user is not in the room, it lets
the user know that their affiliation has
The occupant list now shows
unavailable members
The occupant list does not show
unavailable members
Lets the users know there has been a
non-privacy/security related
configuration change
Any presence change Lets the user know that the presence
change refers to themselves
<message/> or
initial <presence/> changes
The room is not being logged
The room is not anonymous (other users
can see their real JID)
The room is now semi-anonymous
The room is now fully-anonymous
Entering a room
A new room has been created
Entering a room
The room has set or changed the
occupant's nickname
Removal from room
The user has been banned from the
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The room is now being logged
Building a Multi-User Chat Application
Leaving a room
Lets all users know about a new
Leaving a room
Lets the user know that they have been
Leaving a room
The user is leaving the room because of
an affiliation change
Leaving a room
The user is being removed as the room
is no-members-only and they are not a
Leaving a room
The server is shutting down, so they are
being removed from the room
Leaving a room
To leave a room, much like going offline, a user simply sends a presence stanza to the room
of type unavailable. This removes them from the room and updates other occupants that
they have left:
<!-- Marty - aka Calvin - decides to leave the chat -->
<presence from=''
to='' type='unavailable'/>
<!-- Others in the room are informed -->
<presence from=''
to='' type='unavailable'/>
<presence from=''
to='biff@tannen.hello/lous' type='unavailable'/>
Destroying the room
Ultimately, the owner of a room may wish to remove it completely from the server. This can
easily be done by sending the appropriate stanza:
<iq from='biff@tannen.hello/lous'
<query xmlns=''>
<destroy jid='highschool@hill.valley'>
<reason>Let's make like a tree, and get out of here!</reason>
</query> </iq>
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In this case, Biff has decided to destroy the chat his gang were having in the cafe and
suggested that everyone heads to a new chat room, (optionally specified)
highschool@hill.valley, with his own version of let's get out of here!
Once he's sent the command to destroy the room, each member of the gang will receive a
presence message informing them that the room is gone, Biff's suggested new location, and
his reason for getting rid of the chat room:
<presence from=''
to='' type='unavailable'>
<x xmlns=''>
<item affiliation='none' role='none'/>
<destroy jid='highschool@hill.valley'>
<reason>Let's make like a tree, and get out of here!</reason>
Once all the current occupants are informed of the room deletion, the server will let Biff
know that the room has been destroyed successfully with a result stanza:
<iq from='' to='biff@tannen.hello/lous'
id='be-quiet' type='result'/>
Building with XMPPMUC
Now, that we've been through the basics of multiuser chat operation, it is time we did
something practical, so limber up your fingers and let's get coding! In the next two sections,
we're going to update the configuration of our XMPP server to support MUC, extend our
chat bot to work with an MUC, and build a simple chat system for a website that will allow
anonymous visitors to communicate with each other. Sounds fun! Let's go…
Updating Prosody to provide an MUC
Many XMPP servers come with their own MUC implementations that make it easy to get a
chat service up and running and you'll be glad to hear that Prosody is no exception. In fact,
it's no more than one additional line of configuration to get it up and running.
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Fire up your terminal and let's edit the Prosody configuration file (in Ubuntu which can be
found at /etc/prosody/prosody.cfg.lua) at the bottom of the file, we'll add a single
Component "chat.localhost" "muc"
Once you've saved the file, restart Prosody. And we'll have a chat service up and running at
There are actually very few options to set for a chat room, since each room can be heavily
customized using configuration. The three additional options that Prosody MUC will
support are:
Options / Example
For example, “XMPP
Chat rooms”
When an XMPP entity performs a
DISCO#info on the component, this is
what it will report as its name.
restrict_room_creation true/false/local
For example, 20
If this is true, rooms can only be created
by users in the 'admins' section. By
specifying 'local', only users on the same
domain (or parent domain) will be able
to create a room.
The maximum number of history
messages a user can retrieve on joining
a room.
A full configuration therefore could look something like:
Component "chat.localhost" "muc"
name = "Back to the Future chatrooms"
restrict_room_creation = true
max_history_messages = 50
Connecting with our XMPP client
The next thing we'll do is create a chat room using our XMPP client and just post a couple of
messages (because, why not!).
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We pop open our copy of Empathy and visit the main menu. We navigate to Room and
then click on Join Rooms. This presents us with a dialog where we'll be able to create our
chat room. Give your room a name and enter the server as chat.localhost, which is the
domain we setup in Prosody a moment ago:
Next, click on Join and… hey presto! We have our first chat room! Now you should have a
chat window pop up where you can start posting messages to the room:
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Interestingly, if you now pop back to the Join menu option, once again enter the server as
chat.localhost but now open the room list option. You'll see our new room is listed. This
will have been found by performing a DISCO#items request against the server domain;
we'll do this ourselves later on.
Extending our chat bot to work with an MUC
The next thing we're going to do is extend our chat bot to connect to the MUC room so that
it can respond to group messages and private messages as well as continue to respond to
one-to-one chat messages.
Now, as we know, MUC messages simply involve a change in type from chat to groupchat
(or messages remain as chat but are delivered from an MUC JID in the case of a private
message), so responding to messages should be easy. If receiving a group chat message,
we'll probably want to add the sender's nickname in the response so that they know it's a
response to them (most clients will flag a mention of the user's nickname to them) and only
respond to queries that mention the bot's nickname. The only other task we then need to
perform is joining the chat room in the first place.
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The first thing we'll do is add another method call when the bot detects that it is online, and
then send out a presence stanza in order to join the room:
client.on('online', (connectionDetails) => {
... existing code ...
const joinChatRoom = () => {
const stanza = new ltx.Element(
{ to: 'bttf@chat.localhost/answer-bot' }
console.log('Joining chat room: ' + stanza.toString())
As we're limited for space, we're not handling errors (such as refusal to
join, room not existing, nickname taken, and so on) but this is something
you'd want to do in a robust system.
Next we need to handle responding to messages. This falls under five tasks:
Add the appropriate type attribute value to our response
If it is a groupchat type message, include the sender's nickname in the response
If it is a groupchat message or a private MUC message, then we shouldn't send
chat state notifications
If it is a groupchat type message, we should send the response to the room JID
and not the member's room JID (essentially we'd want to remove /nickname)
If the message is from a chat room, only respond if the message mentions the
bot's nickname (since we don't want to respond to every message as if it's a
The easiest way to detect if a message of type chat is a private MUC message is to compare
the start of the sender JID with our known chat room JID. If they match, then it's an MUC
message and chat state notifications should not be sent:
const isMessageFromChatRoom = (0 ===
const sendChatStateNotifications = (
('groupchat' !== stanza.attr('type'))
&& !isMessageFromChatRoom)
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We also want to prefix all our responses with the sender's nickname if it's a groupchat
message, so let's write some code for that:
let responsePrefix = ''
if (isMessageFromChatRoom && ('groupchat' === stanza.attr('type'))
const jid = new Client.JID(stanza.attr('from'))
responsePrefix = jid.getResource() + ': '
If the message is of type groupchat, we also need to update the to address of the stanza to
the room JID (and not the sender's full room JID):
if ('groupchat' === stanza.attr('type')) {
const jid = new Client.JID(stanza.attr('from'))
const from = jid.bare()
Lastly, for new bits of code, we only want to respond to a groupchat if it's directed at our
if ('groupchat' === stanza.attr('type')) {
if (0 !== query.indexOf('answer-bot:'))) {
return /* Not for us to respond to */
query = query.replace('answer-bot: ', '')
Now we can pick up our handleMessage function from Chapter 3, Building One-on-One
Chat Bot – The “Hello World” of XMPP and add our new bits of code so that our bot will
respond to MUC messages too (edited to make use of defined variables):
const handleMessage = function(stanza) {
let query = stanza.getChildText('body')
if (!query) return /* Not a chat message */
const from = stanza.attr('from')
const type = stanza.attr('type')
const isMessageFromChatRoom = (0 ===
const sendChatStateNotifications = (
('groupchat' !== type) && !isMessageFromChatRoom
if ('groupchat' === type) {
if (0 !== query.indexOf('answer-bot:')) {
return /* Not for us to respond to */
query = query.replace('answer-bot: ', '')
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if (sendChatStateNotifications) sendChatState(from, 'active')
ddg.query(query, function(error, data) {
if (sendChatStateNotifications) sendChatState(from, 'composing')
const result = null
if (error) {
result = 'Unfortunately we could not answer your request'
} else {
if (!data.RelatedTopics[0]) {
result = 'Sorry, there were no results!'
} else {
const item = data.RelatedTopics[0]
result = item.FirstURL + '\n' + item.Text
let responsePrefix = ''
if (isMessageFromChatRoom && ('groupchat' === type)) {
const jid = new Client.JID(from)
responsePrefix = jid.getResource() + ': '
from = jid.bare()
const reply = new ltx.Element(
{ type: 'chat', to: from }
reply.c('body').t(responsePrefix + result)
if (sendChatStateNotifications) {
reply.c('inactive', { xmlns: NS_CHAT_STATE })
console.log('Sending response: ' + reply.root().toString())
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Now that we're done, we can use our client to interact with the chat bot. Firing up the
script, we see that the bot joins the chat room and responds to MUC messages too:
Congratulations! You've now created the basis of a very powerful bot. Imagine how you can
extend this bot to make your team more effective. By having a bot, you can make requests
such as run the build or release the software and help everyone in your team be aware.
Once you have a setup like this, the possibilities are endless and are only limited by
language conversations between people. Why can't bots interact with other bots to run
much larger processes requiring collaboration?
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Building a Multi-User Chat Application
Writing a browser-based MUC client
In this last section, we're doing to write something more exciting that will allow visitors to
visit a website, view a list of chat rooms, choose to enter one, and then interact with other
users in realtime. They'll also be able to see a list of other members in the room and get
notifications of when they leave and new ones join.
To keep things simple (well, enough for a book), we're not going to cover passwordprotected rooms, changes in affiliation/role (everyone will be able to write), private
messages, invites, and a whole bunch of other stuff, but we will cover joining errors so that
we can ensure our users get to chat!
But won't users need XMPP accounts? One thing you might have realized is: without
usernames and passwords, how are users meant to connect to the server and join in the
conversations? Well, there are two options here:
1. Allow users to sign up as they connect, also known as in-band registration. This
isn't the best solution since it opens up your servers to spammers, who will create
accounts and fire off messages, possibly getting your server banned from S2S
connections with other XMPP servers (see Chapter 10, Real-world Deployment and
XMPP Extensions for more details).
2. Make use of SASL's anonymous authentication mechanism (defined in, which allows users to connect without
first creating an account. Generally, you'd ban anonymous users from S2S
communications, limiting their ability to cause mischief. In this example code,
we're going to make use of ANONYMOUS authentication since it simplifies
things, and as users are connecting for short chat sessions, there's no need for
them to own an account on your server.
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Building a Multi-User Chat Application
Setting things up server-side
First, to prevent abuse by users, we'll update our XMPP server configuration to support
anonymous authentication (which we'll do on its own special domain). By default, Prosody
will block anonymous users from making S2S calls unless specifically allowed, which saves
us some extra configuration.
Open up your Prosody configuration file and add the following virtual host using an
anonymous authentication:
VirtualHost "anonymous.localhost"
authentication = "anonymous"
After restarting Prosody, we'll be able to make anonymous connections to the server.
As we don't have DNS setup, we'll add a quick hint in our hosts file to ensure that our
xmpp-ftw server knows where to look for the new anonymous domain:
sudo vim /etc/hosts
# add the following line to the file anonymous.localhost
Next, we're once again going to start from the xmpp-ftw skeleton project as a base and then
make some updates to restrict the functionality that anonymous users can make use of via
our website:
cd ~
git clone
cd muc-example
This time, before installing all the project dependencies, we're going to make a small change
to the package.json file and add a couple of more dependencies. Open the file and
remove the line under dependencies for xmpp-ftw-buddycloud (since we're not going to
be using that module in this project). Once saved, we can install our dependencies and an
additional couple of xmpp-ftw modules:
npm i .
npm i --save xmpp-ftw-muc xmpp-ftw-disco
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As you may have guessed, one of the added modules is for handling MUC functionality,
with the other adding support for DISCO queries.
Next we'll set up the last of the server-side code before we head directly to building the fun
part! In index.js, we're going to remove the default listeners (presence, chat, and roster)
and inject the DISCO and MUC listeners instead, reducing the functionality that users have
access to via the browser. Open your new project's index.js file, and where we see the
listener for the connection event, we'll update the code to read:
primus.on('connection', (socket) => {
console.log('Websocket connection made')
const xmppFtw = new xmpp.Xmpp(socket)
xmppFtw.addListener(new Disco())
xmppFtw.addListener(new Muc())
socket.xmppFtw = xmppFtw
Before we start the code, we have to import the two required modules and then we're done.
So in the same file near the top, we need to remove this line:
, Buddycloud = require('xmpp-ftw-buddycloud')
And add the following two instead:
, Disco = require('xmpp-ftw-disco')
, Muc = require('xmpp-ftw-muc')
OK, great! Now we have an XMPP server capable of handling anonymous sessions and an
xmpp-ftw setup that provides us with just enough functionality to build our application.
Building the client
When building the client, there are three files we'll be editing; let's quickly list these to make
referencing them later much easier:
views/index.ejs: The HTML that will be delivered by our server to the
browser. It loads the page structure, the JavaScript, and the required CSS. We'll
refer to this as the HTML file.
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public/css/style.css: The style file where we'll put all our CSS declarations,
the style (or CSS) file.
public/scripts/xmpp.js: The file where we'll put all our JavaScript for the
client, our JavaScript file.
We'll build these files slowly so that each part is understood as we go along.
Connecting anonymously
The first thing we should do is remove all the unnecessary functions within our JavaScript
file, so delete the following functions:
The great thing is that the skeleton project already has an anonymous login setup in place
for us, so we can just edit it to match our requirements. The login function should look like
var login = function() {
{ jid: '@anonymous.localhost' }
socket.on('xmpp.connection', function(data) {
console.log('Connected as', data.jid)
If we now start up the server and open our browser in the developer console (F12 should
make it appear, if you aren't familiar), we should discover that we are connected
node index.js
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Building a Multi-User Chat Application
Now open the browser and open http://localhost:3000
As you can see from the image, Prosody has assigned us a long, random JID on the
anonymous.localhost domain. Hopefully, you are seeing something very similar in your
From this point, we can leave the xmpp-ftw server running and just edit the three files
mentioned previously to achieve our goals.
Listing the available chat rooms
Our next task is to list the chat rooms that are available on the server for the user to join.
We'll probably want to set up some HTML so that the user can see the list. We can populate
the list once the details come in using JavaScript. So let's put some outline HTML in place.
Open your HTML file and change the content between the <body/> tags to the following:
<section id="room-list">
<h1>Chat room system</h1>
<h2>Choose a chat room to join</h2>
<ul class="js-chat-room-list">
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<li>Loading chat room list</li>
<h2>Choose a nickname</h2>
<input name="nick" required="true"
placeholder="Enter nickname here" />
<button type="button">Join room</button>
In this HTML file, we've defined three separate pieces: a list to hold our list of available chat
rooms, a textbox where the user can enter their desired nickname, and a button to allow the
user to join the chat room. We'll probably want to style these, so let's update our style file
(style.css) to make things look better. Remove everything and add the following:
body {
font-family: "Verdana"; margin: 0 auto;
width: 80%; background-color: #EEEEEE;
h1 {
font-size: 2em; text-decoration: underline;
#room-list ul li {
display: block; cursor: pointer; padding: 10px 10px;
border: 2px solid #0000FF; border-radius: 10px;
width: 75%; background-color: #FFFFFF; margin-bottom: 3px;
#room-list li.selected {
background-color: #0000FF; color: #FFFFFF;
#room-list input {
padding: 10px; display: block; width: 90%;
#room-list button {
padding: 10px 20px; margin-top: 20px; background-color: #00FF00;
text-transform: uppercase; font-weight: bold; cursor: pointer;
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Building a Multi-User Chat Application
When you are done with these edits, refresh the page and you should see something like
Next we need to update our JavaScript to perform three separate tasks:
1. Load the room list from the server (after login) and write to the screen.
2. Handle the selection of the room and the request to join the room.
3. Handle a failed room join (for example, from a conflicting nickname).
First we'll start with loading the room list. If you remember, we can do this using a
DISCO#items query on the chat server itself. This will return us a list of chat rooms, so it
seems like a good place to start.
Update the xmpp.connection event to store the user's JID to the window object. And then
let's make another function call to get the room list:
socket.on('xmpp.connection', function(data) {
console.log('Connected as', data.jid)
window.jid = data.jid
var getRoomList = function() {
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var request = { of: 'chat.localhost' }
socket.send('', request, function(error, items) {
console.log('Received room list', error, items)
var list = $('#room-list ul')
/* Remove our placeholder */
items.forEach(function(item) {
/* Only show the room name */
var li = $('<li/>')
.attr('data-jid', item.jid)
If you refresh the page now, you should see a list of chat rooms. If not, never fear! It might
just be that Prosody has removed them. We can create some chat rooms by opening up
Empathy with our test user and adding rooms as we did earlier in the chapter. Once that's
done, refresh and try again. Hopefully you now see something along the lines of the
following screenshot:
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Building a Multi-User Chat Application
We could take this part of the application further by making an
information request to each room in parallel to find out more information
such as a name, a description, how many members are currently in the
room, and a whole set of information about its configuration. It would
certainly be fun but there are only so many pages we can put in this book!
The middle part isn't really XMPP-related, but we need to handle the room selection and
nickname validation before attempting to join the room. So, we need to do a few things:
first, when the user clicks on a room, add a selected CSS class to the <li/> element (and
clear them from any other items in the list); second, store the selected room name; and third,
on clicking the button, we need to check that the user has entered a nickname and selected a
room (otherwise, we'll add a popup error message).
First to the <li/> element click:
$(document).on('click', '#room-list li', function(e) {
/* Clear any existing selected rooms */
$('#room-list li.selected').attr('class', '')
/* Add'selected'CSS class to our new room */
$('class', 'selected')
console.log('Chosen room is now', $('data-jid'))
Next, we'll listen for a click on the <button/> and validate that the user has provided the
required information:
$('#room-list button').click(function() {
var chosenRoom = $('#room-list li.selected')
var nickname = $('#room-list input').val()
if (0 === chosenRoom.length) {
return alert('You must select a room')
if (!nickname) {
return alert('You must enter a nickname')
var roomJid = chosenRoom.attr('data-jid')
joinChatRoom(roomJid) /* not written yet! */
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Cool! Now we're ready for the final step of attempting to join the room itself. For this, we
use the XMPP-FTW event of xmpp.muc.join. We'll assume that if we start receiving
presences (which are sent as xmpp.muc.roster events), then we've joined the room
successfully; if not, we'll show the error message to the user. In our example, we'll simulate
a nickname conflict.
Picking up from our preceding function, let's make a call to join the room and start things
var joinChatRoom = function(roomJid, nickname) {
var request = { room: roomJid, nick: nickname }
window.mucDetails = request
socket.send('xmpp.muc.join', request)
socket.on('xmpp.muc.error', function(e) {
console.error('Chat room error', e)
if (e.error.condition === 'conflict') {
return alert('Nickname already in use')
alert('Chat room error: ' + e.error.condition)
socket.on('xmpp.muc.roster', function(user) {
showChatWindow() /* not written yet */
addUser(user) /* not written yet */
Now let's simulate our nickname conflict. Errors in XMPP follow a standard format that is
described in RFC-6120, but for those more familiar with HTTP error codes, you may find
XEP-0086 ( useful to review. This also shows
the format of XMPP errors. In the case of a nickname conflict, we'll receive an error with a
<condition/> child element with a value of conflict. In our preceding function, we look
for this and report back to the user of this issue.
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Let's log into a chat room with our test user from Empathy, and then attempt to join the
same room using our new web-based UI:
Here on the right, we see our test user in Empathy who has created two rooms, bttf and
test-room, both joined with the nickname test. On the left, we can see both of these chat
rooms listed in our browser. We've attempted to join the bttf(@chat.localhost room
with a nickname of test, which has resulted in our conflict error. Awesome stuff!
Now that we've got our room joining code in place, it's time to head into creating the chat
window itself, listing users, messages, and sending messages, too. I hope you're having lots
of fun so far!
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Where the action happens
OK, now we're logged in and we have joined a chat room with a nickname. We now need to
display our chat interface and get the conversation going. Pop open your HTML file and
let's add some chat elements, specifically:
An area to display a list of users
A small form to post new messages
An area to hold the chat messages:
<section id="chat-window">
<div class="chat">
<div class="user-list">
<li data-role="placeholder">Users will appear here
<div class="post">
<textarea rows="3"></textarea>
<button type="button">Post</button>
We've added some example content to help with styling the UI, so we'll also need to add
some CSS. Pop open the style file and add the following:
#chat-window {
display: none; width: 90%; margin: 0 auto;
height: 100%; position: absolute;
#chat-window button {
padding: 10px 20px; text-transform: uppercase;
font-weight: bold; float: right; cursor: pointer;
#chat-window .chat {
position: absolute; top: 50px; left: 0px; right: 35%;
bottom: 75px; overflow: auto; padding: 5px;
background-color: #FFFFFF;
#chat-window .chat dt {
float: left; width: 80px; overflow: hidden;
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#chat-window .chat dt:after {
content: ': ';
#chat-window .chat dd {
margin-left: 85px;
#chat-window .post {
bottom: 5px; left: 0px; position: absolute; width: 99%;
#chat-window .post textarea {
width: 85%;
#chat-window .user-list {
right: 10px; width: 30%; top: 0px;
bottom: 75px; position: absolute; overflow: auto;
#chat-window .user-list ul {
padding: 0;
#chat-window .user-list ul li {
display: block; padding: 10px 5px;
background-color: #FFFFFF; margin-bottom: 3px;
That should give us enough HTML and CSS to get things going. Now we can start
implementing our JavaScript, where there are a few things we need to achieve:
Display the chat room HTML
Handle incoming room member details
1. Current members
2. New members
3. Members leaving
Handle incoming messages
Allow the user to send messages
We'll make these features work over the next three subsections, and once we're done, we'll
have a fully functional (albeit basic) anonymous multi-user chat system!
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Displaying the chat room HTML and handling
We've already included two unimplemented functions in our code to handle displaying the
chat room and handle incoming changes to the users in the room, namely showChatWindow
and addUser. Now let's implement these functions. The first (showChatWindow) should be
easy; we need to detect weather the chat window is being shown, and if not we hide the
room selection page and show our chat window. Let's jump into that:
var showChatWindow = function() {
var isDisplayed = $('#chat-window').is(':visible')
if (isDisplayed) return; /* Chat window is visible */
$('#room-list').style('display', 'none')
$('#chat-window').style('display', 'block')
All we're doing here is detecting whether the chat room HTML is visible. If not, we make it
visible and hide the room selection HTML. Great stuff! Onto the next step, handling users!
The next function we need to implement is addUser. If we log out the typical data we
receive when we initially join the room, we will see something like the following:
{ room: "bttf@chat.localhost", nick: "test", affiliation: "owner", role:
{ room: "bttf@chat.localhost", nick: "Biff", affiliation: "none", role:
"participant", jid: { domain: "anonymous.localhost", resource:
"8b7a0dd3-316b-40fa-a90b-230497786789", user: "ef3607f8-db8a-4269-9f5ca9c41b76e2b2"}, status: [ 110 ] }
The first call to addUser is from the room owner (connected via our desktop XMPP client).
We're told this user has an affiliation of owner and the role of moderator.
The second call tells us about our user. Since we have permission to see our own JID, this is
returned to us, and we can see that we've joined the room as someone with the ability to
post to the chat room but have no long term affiliation. Additionally, we've received the
status element with an entry of value 110, which, as you may remember from before,
confirms that this status update is about our user.
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Provided with this information, we can now start building the user list by implementing the
addUser function. In this function, we'll handle three scenarios:
A nickname that we haven't seen before joins the room
A nickname we already have has a change of role to none, indicating that they've
left the room
A nickname we already have has their role changed, and so we need to ensure
that we don't add them twice
In addition, we'll also need to remove the user list placeholder that appears when the chat
window is first loaded. As the nickname is unique, we'll be able to use this to track the users
in the DOM:
var addUser = function(user) {
/* remove the placeholder */
var userEntry = $('.user-list li[data-nick="' + user.nick + '"]')
if (0 === userEntry.length) return newUser(user)
if ('none' === user.role) return removeUser(userEntry)
/* Otherwise we have nothing to do */
var newUser = function(user) {
cssClass = ''
if (user.status && (-1 !== user.status.indexOf(110))) {
cssClass = 'current-user'
entry = '<li data-nick="' + user.nick
+ '" class="' + cssClass + '">'
+ user.nick + '</li>'
$('.user-list ul').append(entry)
var removeUser = function(user) {
As we added a CSS class of current-user to our own entry in the room user list, let's add
some CSS to show us who we are:
#chat-window .user-list ulli.current-user:after {
content: ' (you)';
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Great! Now if we reload the page and join a room, we should see a user list in place,
including an entry highlighting who we are!
Handling incoming messages
Next, we're going to handle incoming messages (since there's no point sending a message if
we can't see responses, right?). Incoming messages using XMPP-FTW arrive via the
xmpp.muc.message event. Here's a typical payload:
content: "Hello Biff!",
nick: "test",
private: false,
room: "bttf@chat.localhost"
The payload tells us which room the message came from, the nickname of the sender,
whether it was a private message or not, and the content of the message. Given that our
anonymous user will be logged into only a single room at a time, we can ignore the room
key and just handle writing the nickname and content to the screen. At the same time, we
can flag that the message is from our user and whether it's a private message or not. We
won't be coding up sending private messages here (feel free to extend the project though!).
Our chat messages will be held in the definition list using the <dt/> (nickname) and <dd/>
(content) tags. We already have the CSS in place to handle the positioning. The only other
thing we'll need to do is ensure that when we add a message, the chat area itself is scrolled
to the bottom.
So, to handle our messages, let's put together the following code:
var addMessage = function(message) {
if (!message.content) return /* ignore non-content messages */
var cssClass = ''
if (message.private) cssClass += 'muc-private'
if (message.nick === window.mucDetails.nick) {
cssClass += 'muc-current-user'
var dt = $('<dt class="' + cssClass + '"/>')
var dd = $('<dd class="' + cssClass + '"/>')
/* If the message mentions us, highlight it */
var regex = new RegExp(window.mucDetails.nick, 'gi')
var replace = '<strong>' + window.mucDetails.nick + '</strong>'
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Building a Multi-User Chat Application
dd.html(dd.html().replace(regex, replace))
$('.chat dl').append(dt)
$('.chat dl').append(dd)
/* Scroll to bottom of chat area */
socket.on('xmpp.muc.message', addMessage)
We'll also need some CSS to highlight private messages and messages posted by the users
#chat-window .muc-private { color: red; }
#chat-window .muc-current-user { color: blue; }
Sending a message
I hope that at this point, you've realized we've got something cool going on and that it's
now time to start sending messages back! To send messages, we use the reverse event,
xmpp.muc.message. The MUC room will relay the message back to us, so it will reuse our
addMessage function from before to display our outgoing message:
$('#chat-window button').click(function() {
var chatMsg = $('.post textarea')
if (!chatMsg.val()) return
var message = {
content: chatMsg.val()
socket.send('xmpp.muc.message', message)
In the preceding code, we listen for clicks on the Post button. Then, if we have content to
send, we fire off an event before setting the textarea to empty so that it is ready for our
next message to go out.
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Wrapping up
In a short amount of time, we've learned the basics of multi-user chat in XMPP.
Furthermore, we've built a simple anonymous chat room system in fewer than 200 lines of
code! In addition, because the chat room is written using XMPP, other users can join from
their own clients and even from their own remote servers (to which they have clients
connected directly), without any additional code or effort! Pretty cool stuff.
The project we've built is basic and there's a lot more you can add to it with little effort or
additional code. If you think about it, we've built the basics of what could be a chat system
for a website with multiple topics, or even with a little bit of work a customer service
system for employees at a company.
While basic and not hugely robust, the code is available for you to experiment with in the
book's source repository. Have fun!
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In this chapter, we learned about the vary basics of multi-user chat in XMPP. That said, we
still went on to build a couple of really exciting small projects, which can be the stepping
stones to much more powerful and useful applications, both for server tasks and to increase
interaction on websites.
There's still a large amount we haven't covered with MUCs, but as always, they are openly
documented on the XMPP website, and specifically in XEP-0045 (
ions/xep- 45.html).
There are several things that we did not cover in this chapter. These include invites,
message history, reserved nicknames, banning users, leaving a room, converting a one-toone chat to a multi-user chat, requesting the ability to post messages in a chat room (if you
don't have the ability by default), approving/denying those requests, and joining a
password-protected room. Further exploration of the XEPs will reveal the details of how
these capabilities can be developed.
Multi-user chat is a fun area to explore, and now that you have the tools, you can start
building up your ideas quickly and easily whil leaning on the power of XMPP. Don't forget,
the users in MUC don't necessarily have to be a person. They can be used such that sets of
machines interact with each other to perform complex tasks!
In the next chapter, we are going to look at XMPP's publish/subscribe mechanism, and we'll
even create a client/server application in which the client receives real-time updates from
the server!
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OK, now we're really starting to get moving with XMPP and we still haven't even begun to
scratch the surface. In this chapter, we're going to start increasing our speed towards 88
mph! Maybe not quite, but we are going to introduce a very important area of XMPP
(something from which many, many other protocols and projects are built), and that's
Publish-Subscribe, or pubsub for short. The original pubsub specification was documented
in XEP-0060 ( and, while having some
extensions, has remained fairly solid. So once we've covered some basics, we're just going to
dive right into some practical work and learn how to make our static website real-time with
very little code or effort using XMPP.
Pubsub is used extensively by many different companies in many different sectors. For
example, it is often used to build real-time monitoring systems, social networks, and
Internet of Things (IoT) setups, often with a small bit of business logic on top of the base
pubsub specification (but keeping interactions with clients the same).
Are we there yet?
Pubsub at its core is really a simple concept. There is a store of data to which you subscribe;
you can retrieve information from this data store, and when there are updates, you are told
about them. While it is a simple concept, it is also a very powerful one because it's hard to
think of an application that doesn't use some form of publish/subscribe arrangement, a
database for example.
Make Your Static Website Real-Time
One of the advantages is that once the server receives this stream opener and knows that it
is configured for a component on this address it responds to XMPP. Pubsub is that clients
that do not need to poll the server for updates (or the “are we there yet?” syndrome) but will
get pushed updates when they happen. This property of pubsub makes it ideal for building
real-time systems as it reduces the load on the server from polling and ensures that data is
received by clients as soon as possible.
Interacting with Publish-Subscribe
Let's imagine we're sitting with Marty McFly in the DeLorean waiting for the exact time to
put his foot on the accelerator and head back to the future. To get this information, he has
been told by Doc Brown to use an XMPP pubsub system because Doc knows it's real-time
and reliable.
First, Marty would need to find the XMPP server, discover where he can get information
from it, subscribe to the source of the information, get some history, and then start receiving
real-time updates. Meanwhile, Doc would need to have these pieces of information created
and published to the server.
As with all other parts of XMPP, if we want to discover and find information about a
pubsub provider, we use our old friend (by now, right?) DISCO. Pubsub systems will often
sit on their own domain under an XMPP server domain (often running as a component;
more on that in the next chapter).
To discover a pubsub system, Marty would run a DISCO#items query against the parent
domain and see what was available:
<iq type='get' id='query1'
<query xmlns=''/>
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The server then responds with a set of items that it's hosting:
<iq type='result' id='query1'
<query xmlns='>
<item jid='pubsub.hill.valley'/>
<item jid='chat.hill.valley'/>
<item jid='identity.hill.valley'/>
When Marty looks at this response, he thinks that the pubsub.hill.valleysub-domain
may be interesting, so he runs a DISCO#info query against it to find out more:
<iq type='get' id='query2'
<query xmlns=''/>
The server now responds, telling him more about itself and what features it supports:
<iq type='result' id='query2'
<query xmlns='>
name='Hill Valley PubSub'
<feature var=''/>
As a user, we think this may be interesting. It is certainly a pubsub server, so we do a bit
more digging to see what endpoints are available:
<iq type='get' id='query3
<query xmlns=''/>
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With the server duly replying with the following:
<iq type='result' id='query3'
<query xmlns='>
<item jid='pubsub.hill.valley'
description='Hill Valley storm updates'/>
<item jid='pubsub.hill.valley'
Now if you're Marty sitting in the DeLorean, waiting for the incoming storm and forDoc to
prepare the clock tower, these two pubsub nodes would be very useful, right?
What is a node?
A node is simply an identifier for a location of a data store. You could
compare it with a database table, a handle on Twitter, or a friend's feed on
The next thing he might want to do is find out a little more about each of these nodes.
Marty could run DISCO#info queries on them to find out more. Let's start with the storm
updates node:
<iq type='get' id='query4'
<query xmlns=''
The server then responds with information about this node:
<iq type='result' id='query4'
<query xmlns='>
<identity category='pubsub' type='leaf'/>
<feature var=''/>
<x xmlns='jabber:x:data' type='result'>
<field var='FORM_TYPE' type='hidden'>
<field var='pubsub#type' label='Payload type'
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<field var='pubsub#title' label='Title' type='text-single'>
<value>Storm updates</value>
<field var='pubsub#description' label='Description'
<value>Real-time and historical updates on Hill Valley
storms </value>
Here, the node identifies itself as a pubsub node but then goes on to provide us with a
whole bunch of additional information in the format of a data form (it's nice how we keep
seeing these standard patterns appear, right?). The data form identifies the kind of data that
is held within it, using the FORM_TYPE field. From there, it goes on to describe the
properties of the node, such as the data format used (in this case, ATOM), and gives the
node a title and description. Great stuff! Marty should subscribe to this later and get
updates on the storm's progress.
Next, he attempts to find more information about the curious node that Doc Brown has
created for his Weather Experiment:
<iq type='get' id='query5'
<query xmlns=''
He receive the following:
<iq type='result' id='query5'
<query xmlns='>
<identity category='pubsub' type='leaf'/>
<feature var=''/>
<x xmlns='jabber:x:data' type='result'>
<field var='FORM_TYPE' type='hidden'>
<field var='pubsub#title' label='Title' type='text-single'>
<value>Doc's weather experiment</value>
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<field var='pubsub#creator' label='Creator' type='jid-single'>
It seems as though Doc either created his node in a hurry or didn't want to give too much
information away about his node. Maybe, we'll be able to find out more soon!
Now that Marty has discovered these two useful nodes, he will need to subscribe to them.
This is done rather simply, using the following stanzas:
<iq type='set' id='sub1'
<pubsub xmlns=''>
<subscribe node='storm-updates' jid='marty@mcfly.fam'/>
<iq type='set' id='sub2'
<pubsub xmlns=''>
<subscribe node='doc-brown-weather-experiment'
The subscription requests come back almost immediately:
<iq type='result' id='sub1'
<pubsub xmlns='>
<subscription node='storm-updates'jid='marty@mcfly.fam'
<iq type='result' id='sub2'
<pubsub xmlns='>
<subscription node='doc-brown-weather-experiment' jid='marty@mcfly.fam'
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Marty is now subscribed to the storm-updates node, as we can see from the subscription
attribute value in the subscription element. But curiously, his subscription for doc-brownweather-experiment is pending. What could that mean?
Subscriptions, affiliations, and access
When users create pubsub nodes (or update their configuration later), they have the ability
to set permissions for the node. These permissions allow them to control who can subscribe
to a node, and once they are subscribed, what their affiliation will be, for example, readonly, publish, and so on.
The pubsub specification defines a set of access models by default, ranging from most
restricted to least restricted:
Whitelist: Only a specific set of JIDs will be allowed to successfully subscribe to
the node
Authorize: When a subscription request is made, the owner must manually
approve it
Roster: If the user is contained within a specific roster group, then they will be
allowed to subscribe
Presence: Only JIDs with an allowed presence subscription may be allowed to
subscribe to the node
Open: Anyone can subscribe to the node and will be automatically approved
So it would seem that the storm-updates node was created with an open access model
(since we became automatically subscribed). However, Doc must have created the Docbrown-weather-experiment node with an authorize access model to prevent people from
reading his updates. This must mean that he's posting updates about his progress in setting
things up for the time machine! Hopefully, he'll authorize Marty's subscription request
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When it comes to subscriptions, there are an additional couple of levels outside of
subscribed and pending. The other, as you can probably guess is none, meaning the user
has no subscription at all. The last is unconfigured, which means that the user has a
subscription, but they need to configure their options, such as whether they'd like to receive
the body of any new items with a push notification or not. Full details on node subscription
configurations can be found in XEP-0060.
In addition to having a subscription to a node, a user will also have an affiliation. An
affiliation describes which features of the node they are able to access, such as retrieving
posts or publishing new posts themselves.
The affiliation types are defined as follows:
Owner: The owner has the ability to control every aspect of the node
Publisher: The ability to publish to the node, retrieve items, and delete existing
Publish-Only: The ability to publish to the node, but not to subscribe or retrieve
any items from it
Member: The ability to subscribe to and retrieve items from the node, but not to
None: Essentially, the user has no link with the node at the present time
Outcast: Banned from any interactions with the node
It's quite possible to have multiple subscriptions to a node, but set up with
different subscription options by defining either an options subscription
ID or by subscribing using a full JID rather than a bare one. This means
that on a desktop, push notifications could include the full content of new
items, whereas on a mobile, we would only receive the notification itself.
So the device can decide to go off and get the full item based on its current
connection or battery status, for example.
Meanwhile, back at the clock tower, Doc Brown receives a push notification on his XMPP
<message id='notify1'
<x xmlns='jabber:x:data' type='form'>
<title>PubSub subscriber request</title>
<field var='FORM_TYPE' type='hidden'>
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<field var='pubsub#node' type='text-single' label='Node ID'>
<field var='pusub#subscriber_jid' type='jid-single'
label='Subscriber Address'>
<field var='pubsub#allow' type='boolean'
label='Allow this JID to subscribe to this pubsub node?'>
It's a subscription request for his weather experiment node from none other than Marty. As
Doc wants Marty to receive his updates, he immediately fires back an approval:
<message id='approve1'
<x xmlns='jabber:x:data' type='submit'>
<field var='FORM_TYPE' type='hidden'>
<field var='pubsub#node'>
<field var='pubsub#subscriber_jid'>
<field var='pubsub#allow'>
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Once this approval is received by the pubsub server, a notification is pushed back to Marty
to immediately let him know that his subscription status has changed:
<message id='notify1'
<event xmlns=''>
<subscription node='doc-brown-weather-experiment'
jid='marty@mcfly.fam' subscription='subscribed'/>
Now Marty is subscribed to Doc Brown's weather experiment node. He'll be able to request
historical items and receive push notifications for new posts.
As a node owner, it's possible to retrieve a list of subscriptions and
affiliations to a node as well as modify subscriptions and affiliations
separately. Additionally, a user can request a list of their subscriptions and
affiliations and the nodes to which they reply from a server with a simple
IQ request.
Creating and configuring nodes
One thing that you may have been wondering throughout the last section is; how Doc
Brown created and configured his node in the first place? Well it's your lucky day because
that's exactly what we are going to find out now!
Creating and configuring a node can be done in one of two ways: either we create and
configure at the same time, or we first create our node and then configure it later. We'll
show the create-then-configure setup here, but you can find details of the single-step
approach in XEP-0060.
Creating a node is a rather simple affair. Doc Brown would probably have sent an IQ stanza
that looked just like this:
<iq type='set' id='create1'
<pubsub xmlns=''>
<create node='doc-brown-weather-experiment'/>
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The server would then determine whether the user was able to create that node. It could
send an error for reasons such as the node already existing or the user not having
permission to create nodes. Obviously, Doc Brown was able to create his node, so he would
have received a simple result type IQ stanza:
<iq type='result' id='create1'
<pubsub xmlns=''>
<create node='doc-brown-weather-experiment'/>
The next thing Doc would have wanted to do is configure the node so that only those users
who he allowed would be able to subscribe and read his posts (and receive the push
updates).What Doc would do is first request a configuration form from the server to
determine all the configuration options available:
<iq type='get' id='config1'
<pubsub xmlns=''>
<configure node='doc-brown-weather-experiment'/>
The server would respond with a list of configuration options (and their default/current
value if set); here's a truncated listing:
<iq type='result' id='config1'
<pubsub xmlns=''>
<configure node='doc-brown-weather-experiment'>
<x xmlns='jabber:x:data' type='form'>
<field var='FORM_TYPE' type='hidden'>
<field var='pubsub#title' type='text-single'
<field var='pubsub#deliver_notifications' type='boolean'
label='Whether to deliver event notifications'>
<field var='pubsub#access_model' type='list-single'
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label='Specify the subscriber model'>
As we can see, by default the server created Doc's node with an open access model, which
he'd quickly want to change to authorize model to an prevent anyone from subscribing
without his knowledge (of course, he can always change their subscription later):
<iq type='set' id='config2'
<pubsub xmlns=''>
<configure node='doc-brown-weather-experiment'>
<x xmlns='jabber:x:data' type='submit'>
<field var='FORM_TYPE' type='hidden'>
<field var='pubsub#title'>
<value>Doc's weather experiment</value>
<field var='pubsub#deliver_notifications'>
<field var='pubsub#access_model'>
To this, the server would respond with a simple result IQ stanza. Should the node have
subscribers, and should the node be configured to do so, the server could also push the
updated configuration to each member of the node, informing them of the new settings.
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Retrieving items
Back to Marty anxiously sitting in the DeLorean time machine. He has just been pushed a
notification saying that he now has a subscription to Doc Brown's weather experiment
node, so he'd probably like to get the last few items from that node and see what Doc has
been up to.
To retrieve the last few items from the node, Marty makes a request:
<iq type='get' id='retrieve1'
<pubsub xmlns=''>
<items node='doc-brown-weather-experiment'/>
<set xmlns=''>
In this request, we're asking for items from the Doc-brown-weather-experiment node. You'll
also notice a new element with an unfamiliar namespace that represents Result Set
Management or RSM.
Result set management is another one of those wonderful standard patterns in XMPP that
pops up all over the place, and is defined in XEP-0059 (
- 59.html). For requests, it allows a user to request a restricted number of items (<max/>)
and to page through items using an identifier (which depends on the data they are
requesting) using a set of additional child elements, for example, <before/>, <after/>,
and <index/>.
In the preceding example, Marty asks for at most three items from Doc's weather
experiment node (as indicated by the <max/> tag), and asks the server page lists the items
from most recent to least recent items (as indicated by the <before/> tag). If the oldest item
came back with an ID of post-id-10, for example, and he wanted to request the next set of
previous results, he could modify his query to read the ID and the server would return the
paged results as expected:
<iq type='get' id='retrieve1'
<pubsub xmlns=''>
<items node='doc-brown-weather-experiment'/>
<set xmlns=''>
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When the items come back from Marty's request, the request will probably contain an
equivalent RSM element describing the total number of items, ignoring the query and the
IDs of the first and last items to help with pagination of results.
Anyway, Marty's request would probably come back looking something like the following:
<iq type='result' id='retrieve1'
<pubsub xmlns=''>
<items node='doc-brown-weather-experiment'>
<item id='expt-post-5'>
<body>Recovered from my slip</body>
<item id='expt-post-6'>
<body>A tree has fallen on the wire :(</body>
<item id='expt-post-7'>
<body>I'll zip slide down!</body>
<set xmlns=''>
<first index='5'>expt-post-5</first>
In this response, we get three items with Doc's latest updates. The RSM element tells us
that, within the returned results, the first item had an ID of expt-post-5 and the last had
expt-post-7, with there being a total of seven updates from Doc during the evening.
Before requesting items, we could have made a DISCO#items query against the node first.
This would have returned a list of all the items in the node by ID (probably with an RSM
element if there were too many results for one response stanza), which means that we could
potentially have cherry-picked posts by ID or just received an idea of how many total posts
were in the node (requested with <max/> set to items and looking at the <count/> element
in the response). Marty is now up to date with Doc's progress. Now he has to await any
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Publishing items
Back at the clock tower, Doc is flying down the zip line at breakneck speed. Upon reaching
the street, he reconnects the wire from the clock to the cable suspended across the street. It's
time to update his pubsub node and let Marty know. He retrieves his XMPP device and
starts furiously typing away to create the following stanza:
<iq type='set' id='publish1'
<pubsub xmlns=''>
<publish node='doc-brown-weather-experiment'>
<body>Wire reconnected, we're good to go!</body>
We can, if we want, post an item with a specific ID by adding an attribute to the <item/>
element. This makes pubsub nodes great places to store key-value data for retrieval by
users, for use in applications for example.
The pubsub server receives Doc's request and reports back to him the as well as the ID
number that it has generated for his new post:
<iq type='result' id='publish1'
<pubsub xmlns=''>
<publish node='doc-brown-weather-experiment'>
<item id='expt-post-8'/>
With that, Doc knows that his post has made it successfully to the server, and Marty will
receive an update immediately. Speaking of which, Marty's XMPP device suddenly makes a
beeping noise and the following stanza appears on his screen:
<message from='pubsub.hill.valley'
to='marty@mcfly.fam/street' id='published1'>
<event xmlns=''>
<items node='doc-brown-weather-experiment'>
<item id='expt-post-8'>
<body>Wire reconnected, we're good to go!</body>
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Marty breathes a sigh of relief as he moves one step closer to going back to the future!
Depending on the node/server configuration, the user may need to send a
directed presence request to the server, informing it that they are online
and would like to receive push notifications. Other servers will send them
regardless and use the user's server to push the delayed message to them
the next time they are online.
Making your website real-time
In this section, we're going to look at making a static website real-time. To do this, we'll
build both a server-side (publishing) and a client-side (subscribing) system. The server-side
publisher will write some fake stock market data to a node (because stock values are the
bread and butter of real-time system examples, right?). On the client-side, we'll subscribe,
pull some historic data from the node, and then await real-time updates writing them to the
screen. By the end of the code, you'll be able to build a really quick, simple, and real-time
website to bring the cool to your website.
Configuring Prosody
Once again, we'll need to delve into the Prosody configuration file to set up a pubsub
service on our XMPP server. Thankfully, the Prosody team has built a basic pubsub system
that we can use in our development (we'll want a full implementation in a production
deployment, though).
Fire up your terminal and let's edit the Prosody configuration file (remember on, Ubuntu,
this is in /etc/prosody/prosody.cfg.lua). At the bottom of the file, we'll add the
following lines:
Component "pubsub.localhost" "pubsub"
admins = { "bot@localhost" };
autocreate_on_publish = true;
Once you've saved the file, restart prosody and we'll have a pubsub service up and
running at pubsub.localhost.
The two options we set are to create a node when we first publish to it (saving us some
setup) and to add our server-side bot user to the list of admins that can create a node.
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Building a server-side publishing mechanism
As we know, we can publish in whatever format we'd like to publish a pubsub node,
thanks to XML; an element and a namespace are all that clients need to identify and
understand if they can handle the data. This may be mixing things up somewhat, but as
we're going to ultimately push data to a browser and as we're working with JavaScript, it
makes sense to publish JSON formatted data to our pubsub node.
Let's start as we usually do, by working from a clone of the xmpp-ftw skeleton project, and
installing node-xmpp-client:
cd ~
git clone
cd pubsub-example
npm install --save node-xmpp-client
Next, let's create and edit a file called publisher.js, where we'll create our publishing
const Client = require('node-xmpp-client')
const client = new Client({
jid: 'bot@localhost',
password: 'tellnoone',
host: 'localhost'
client.on('online', () => {
setInterval(publishStockValue, 250)
In our publishStockValue function, we're now going to start publishing data to our
pubsub node. First, we'll need to generate some fake stock data:
let stockValue = 500
const maximumChange = 10
let change = 0
cost generateStockValue = () => {
change = parseInt(Math.pow(Math.random(), 2) * maximumChange)
if (Math.random() < 0.5) change *= -1
stockValue += change
if ((change < 0) && (Math.abs(change) >stockValue)) {
change = -1 * stockValue
stockValue = 0
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Here we're starting from a stock value of 500, and then generating a new value by either
adding or deducting a maximum amount of 10 units whilst protecting ourselves from a
negative stock value (weighted towards small changes). We can now use this function in
our publishing code. Let's now write our publishStockValue method:
let id = 10
const publishStockValue = () => {
const dateString = new Date().toISOString()
const stanza = new Client.ltx.Element('iq', { to: 'pubsub.localhost,
type: 'set', id: ++id })
stanza.c('pubsub', { xmlns: ''
.c('publish', { node: 'stock-data-btc-rules' })
.c('item', { id: dateString })
.c('json', { xmlns: 'urn:xmpp:json:0' })
.t(JSON.stringify({ value: stockValue, change: change, timestamp:
dateString }))
Note that we've forced the item to be published with a specified ID. We could just have
equally left the item ID out and let the server generate a random ID for us. In that case the
preceding code would generate a stanza for us that looks like the following:
<iq to="pubsub.localhost" type="set" id="22">
<pubsub xmlns="">
<publish node="stock-data">
<item id="2015-10-19T21:59:30.343Z">
<json xmlns="urn:xmpp:json:0">
What we've done here is created a JSON-formatted pubsub item and published it to a node
called stock-data-btc-rules on the pubsub service pubsub.localhost. The data
we've published includes the date of the update, the current price, and the last change
value. Note that we haven't included an ID for the item as we'll let the server generate a
unique value for us.
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The specification for including JSON data within an XMPP XML data can
be found in XEP-0335 at
With this small amount of code, we're now publishing data to our fake stock data on the
server. Hopefully, you'll quickly be able to see how you can adapt this to other pieces of
information, such as server performance data, temperature readings, and much more. If
there's information that people would be interested in subscribing to, you can publish it just
remember that there may be a standard already in place for that type of data, which would
make it much quicker and easier for others to process! You can check for standards through
the XEPs. The next step will be to write our simple client.
Building our real-time client
Now that we're publishing to a node on the server, it's time to start making our website
real-time! For this example, we're going to connect to the server (anonymously, as in
Chapter 5, Building a Multi-User Chat (MUC) Application), subscribe to the stock node, and
retrieve a page of existing results. Then we'll let the server know that we'd like to start
receiving data updates through pubsub.
Setting up the server
To visualize the stock numbers coming from our pubsub node, we're going to use the realtime charting librarySmoothie ( and, once again, the XMPPFTW skeleton project. Let's begin:
cd ~
git clone pubsub-example
cd pubsub-example
Before installing all the project dependencies, we're going to change the package.json file.
Open the file and remove the line under dependencies for xmpp-ftw-buddycloud (since
we won't' be using that module in this project). Once saved, we can install the xmppftwpubsub extension:
npm i .
npm i --save xmpp-ftw-pubsub
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Next, we'll update the server so that it only responds to pubsub-related events (although in
production we'd want to lock it down further to specific events only). In index.js we're
going to clear the default listeners and add our pubsub extension. Open the project's
index.js file and where the connection event listener is, we'll update the code to read:
primus.on('connection', (socket) => {
console.log('Websocket connection made')
const xmppFtw = new xmpp.Xmpp(socket)
xmppFtw.addListener(new Pubsub())
socket.xmppFtw = xmppFtw
Before we start the code, we have to import the additional module. Near the top of the file,
we need to find this line:
, Buddycloud = require('xmpp-ftw-buddycloud')
We will then replace it with the following:
, Pubsub = require('xmpp-ftw-pubsub')
Lining up our static website
The next stage is to put together a simple website with some static content, into which we'll
be able to drop our super, amazing, awesome real-time display. If we open our main index
page index.ejs (in the views directory), we can create a static page something like the
<meta charset="UTF-8" />
<link rel="stylesheet" type="text/css" href="/css/style.css">
<script type="text/javascript" src="/scripts/primus.js"></script>
<script type="text/javascript"
<script type="text/javascript"
<script type="text/javascript" src="/scripts/xmpp.js"></script>
<title>Just another boring static site?</title>
<div id="container">
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<h1>Just another boring static site?</h1>
<p>Its a fact that 99.183% of users find static websites boring
and wished they have some real-time updates*</p>
<canvas id="chart" width="600" height="100"></canvas>
<em>* especially when driven by open-standards based federated
Of course, you can make the content whatever you like. The two important changes are that
we load the Smoothie charting library from cdnjs and add a canvas element in the content
Let's get real-time…
OK, now that we have our static site set up, its time to start adding real-time components.
As we said at the top of this section, we're going to do four things:
Connect anonymously to the server
Subscribe to the pubsub node
Retrieve a page of historical results
Tell the server we're online and receive real-time updates
We've already learned about anonymous server connections, so remembering back to
Chapter 5, Building a Multi-User Chat (MUC) Application, we will edit the xmpp.js file to
read as follows:
$(window.document).ready(function() {
var socket = new Primus('//' +
socket.on('error', function(error) { console.error(error) })
var login = function() {
{ jid: '@anonymous.localhost' }
socket.on('xmpp.connection', function(data) {
console.log('Connected as', data.jid)
/* subscribeToNode() // Not implemented yet */
socket.on('open', function() {
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socket.on('timeout', function(reason) {
console.error('Connection failed: ' + reason)
socket.on('end', function() {
console.log('Socket connection closed')
socket = null
socket.on('xmpp.error', function(error) {
console.error('XMPP-FTW error', error)
Subscribing to a node
Next, we need to subscribe to the node where the stock data is being held so that we can
retrieve (and get pushed) results. In xmpp-ftw, this is done using the
xmpp.pubsub.subscribe event. As we know the server and the node, this makes the
request quite simple (of course, we could always run a set of DISCO queries to find it too!).
In our login function, once logged in, we'll implement the subscribeToNode function:
var subscribeToNode = function() {
var options = {
node: 'stock-data-btc-rules',
to: 'pubsub.localhost'
socket.send('xmpp.pubsub.subscribe', options, function(error, success)
if (error) return console.log('Error subscribing', error)
In this code, we're requesting to subscribe to the node stock-data-btc-rules on the
domain pubsub.localhost (strangely, the node we were publishing to earlier!). If there is
an error in subscribing, then in the event callback, the variable error will be populated; we
would report this to the console and progress no further. If we don't have an error then, the
success variable will be populated. In this case, we aren't really concerned with its contents
and just want to get on with the next step (retrieving some older data), but an example
response looks something like the following:
{"subscription": "subscribed" }
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Retrieving historical results
The next step is to pull two pages of historical results from the pubsub node and then write
these to a chart before we start publishing real-time data to it.
We'll add a function to our code to retrieve a page of existing items:
var items = []
var getOlderPosts = function() {
var details = {
node: 'stock-data-btc-rules',
to: 'pubsub.localhost'
function(error, posts) {
if (error) return console.log('Error retrieving posts', error)
posts.forEach(function(post) {
/* drawInitialChart() // Not implemented yet */
In this code, we simply ask for items from the pubsub node and Prosody will deliver us a
set of results. In more advanced code, we can use Result Set Management (RSM), which
would allow us to page through historical results for users to see, or restrict the number of
historical results we retrieve.
We can inspect the items that come back to see what format they take. Here's a quick
entry: {
json: {
change: -2, timestamp: "2015-11-09T23:21:12.835Z",
value: 502
id: "2015-11-09T23:21:12.835Z"
entry: {
json: {
change: 4, timestamp: "2015-11-09T23:21:10.824Z",
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Make Your Static Website Real-Time
value: 506
id: "2015-11-09T23:21:10.824Z"
To draw our chart, we'll now need to load up Smoothie charts and write our existing data to
them. Once we have them, we can start adding real-time data, but let's not get ahead of
ourselves. Here is the code for drawing the chart:
var stockChart = new TimeSeries()
var drawInitialChart = function() {
var chart = new SmoothieChart()
chart.addTimeSeries (
strokeStyle: 'rgba(0, 255, 0, 1)',
fillStyle: 'rgba(0, 255, 0, 0.2)',
lineWidth: 4
items.reverse().forEach(function(item) {
new Date(item.entry.json.timestamp).getTime(),
chart.streamTo(document.getElementById('chart'), 250)
/* letsGetReal-time() // Not implemented yet */
Getting real-time
The last stage in our code is to start publishing our real-time stock updates. We're going to
implement the letsGetRealtime() function. All this function really needs to do is send a
presence stanza to the pubsub server to say that we're online. We'll also need to register a
listener for pubsub push events and then add them to the charts.
Let's first write the code that sends the presence stanza:
var letsGetRealtime = function() {
socket.send('xmpp.presence', { to: 'pubsub.localhost' })
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That's it! Since presence isn't an IQ type stanza, we don't need to wait for a response, and
we can now get on with handling our pushed data:
socket.on('xmpp.pubsub.push.item', function(item) {
new Date(item.entry.json.timestamp).getTime(),
In the payload, we are also given details about where (that is, which domain) the payload
came from and from, which node. In a production system, depending on our setup we
might want to check the source of the data or even handle multiple incoming real-time
If we now fire up both the publisher code and the client code, we should be able to open a
browser and see some glorious real-time charts!
node publisher & ./
Taking things further
In the preceding code, we used our XMPP server to publish real-time data to a pubsub
node, connected as a client from a website, retrieved some historical data, and then received
pushed updates (no server polling!).
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Once the basic concepts here are understood, we can take things much further with little
effort by leveraging more of XMPP. For example, we could update from multiple nodes and
subscribe/unsubscribe whilst on a page to different pieces of real-time data while on
another page. And how would we know about this data? Well, we'd run a DISCO#items
query against the server to get a list. But what if we wanted to find out about the data each
node held? Then we'd run a DISCO#info query against it and find out the information such
a description, what data format it used, and when it was last updated.
With no changes to our code at all, we could also subscribe to nodes on remote servers and
start getting pushed updates from those too (although generally we prevent anonymous
users from making S2S requests to prevent spam).
By using RSM, we could page backwards in time to look at older posts and, staying with the
stocks, look at the historical share price over a much longer period.
In this chapter, we learned the basics of publish/subscribe in XMPP. While the premise of
pubsub may be rather simple conceptually, it's a very powerful tool upon which many
systems covering a huge range of functionality can be built, from social networks to fully
federated database systems.
Once we learned about the basics, we went on to take a simple static website and add realtime data to it (well, in the form of made up stock values). To achieve this, we built a
publishing client that generated data for us (imagine we were pulling data from RSS feeds,
Twitter, or other constantly updating systems!) and published it to a pubsub node.
Once the publisher was completed in a small number of lines of JavaScript, we built a
browser-based client that retrieved old data, wrote it to a graph, and then started receiving
real-time updates from the server as data was being published.
There are several standard features of XMPP related to pubsub that we did not cover in this
chapter. As always with XMPP, the best source of knowledge is to read the XEP documents,
but hopefully you've seen enough to show you the power and versatility of the
Now repeat after me: The whole world is a big giant pubsub system!
In the next chapter, we will look at developing XMPP components, which are server-side
capabilities that act as plugins to the server.
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Creating an XMPP Component
If you're ever going to build custom functionality or implement your own business logic on
top of existing XMPP standards, arguably the best way to do it is by creating a component.
XMPP components are software modules that run on the server side but do not require
modification of the server itself. This means you can easily update or upgrade your XMPP
server without your own code getting in the way. You can also easily move components to
other servers. And when writing your own component, there isn't even a need to
implement it in the same language as your server!
The specifications for components are laid out in XEP-0114 (
/xep- 114.html), which covers the connection flow for a component.
In this chapter, we'll learn how components connect with servers, and then delve straight
into building a very simple component that is able to respond to DISCO requests and pings
and can echo messages back to the user.
Connection flow for components
The rather simple connection flow for a component is as follows: once a connection is
established between the component and the XMPP server, the component sends the
following stream opening:
Note that the to address is the address that the component would like to be called with
once it is attached to the server. It is not the address of the XMPP server (which would be
mcfly.fam) as you might expect.
Creating an XMPP Component
Once the server receives this stream opener and knows that it is configured for a component
on this address, it responds with another stream, as follows:
<stream:stream xmlns:stream=''
xmlns='jabber:component:accept' id='88mph'
In order to prove their identity, components make use of a simple pre-shared string. This is
combined with the stream ID sent with the server's opening stream element in order to
form a handshake, which is sent for the server to authenticate.
This may seem like weak security when compared to the Simple Authentication and
Security Layer (SASL) mechanisms used by XMPP clients, but the reason for this is that
server administrators are generally in charge of running the components so they can lock
connections down to certain IP/port combinations, or indeed, just to local interfaces.
Therefore, it is acceptable to use a simple shared secret in this case.
The handshake value is calculated as follows:
1. Concatenate the server's stream ID with the shared secret.
2. Take the SHA-1 of the concatenated string.
3. Return the lowercase hexadecimal representation of the hash.
This value is then sent by the component in a handshake element for checking by the server:
If the server is happy with the value it receives, it will respond with an empty handshake
element. Otherwise, the component will receive a stream error and the connection will be
At this point, the component is connected and able to send and receive stanzas.
Who are you? One security consideration to make when using
components is that they are able to send stanzas on behalf of the server, so
a pretend.mcfly.fam component could legally send a stanza as
marty@mcfly.fam. Therefore, it is important that any component run
from your server is trusted.
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Creating an XMPP Component
Configuring a component in Prosody
To start working on our first XMPP component, we will first need to configure Prosody to
listen for and interact with a component.
Open up the Prosody configuration file (In Ubuntu, this is in
/etc/prosody/prosody.cfg.lua) and add the following lines:
Component "component.localhost"
component_secret = "mysecretcomponentpassword"
By default, Prosody will only listen on localhost on port 5347. This can be changed by
adding configuration at the global level, such as in the following lines:
component_ports = { 5347 }
component_interface = ""
After you update the configuration file, restart the XMPP server and confirm that Prosody is
listening on the expected port by using telnet and observing the responses you get from the
And, if you type telnet localhost:5347 and send a properly formed stream opener (in
the following example, <stream:stream xmlns='jabber:component:accept'
>) you will see a response with the stream ID filled in:
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Creating an XMPP Component
Building our first XMPP component
As part of the node-xmpp suite of modules, there is a piece that allows the development of
XMPP components, imaginatively named node-xmpp-component. We'll now use this to
start building our first component.
The source code can be found on GitHub at
ree/master/packages/node-xmpp-component, with usage examples found under the
examples folder.
To get started, we'll create a new project folder and install the module from NPM:
cd ~
mkdir first-component
cd first-component
npm i node-xmpp-component
Creating a component and connecting it to the
Now we will create a new component to extend the capabilities of our existing server. In the
first-component folder, create a file named index.js.
To connect the component to the server, we need to provide the module with connection
settings, including the JID, we wish to use and the shared secret. As we haven't set up DNS,
we will also need to specify the host server.
Add the following lines to index.js:
const Component = require('node-xmpp-component')
const component = new Component({
jid: 'component.localhost',
password: 'mysecretcomponentpassword',
host: 'localhost',
port: '5347'
component.on('online', () => console.log('Connected...') )
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Creating an XMPP Component
At this point, you have a component that can connect to the server. Go ahead and run your
new component; and see that it connects to the XMPP server. Once the component is
connected to the server, aside from handling errors, there are only two pieces of
functionality that we need to implement: receiving a stanza and sending a stanza.
In the following sections, we will look at building a component to respond to DISCO
requests and echo back chat messages to the sender, much like we did in earlier chapters.
Receiving a stanza and responding to a
DISCO#info query
The way a component receives a stanza is similar to how a client receives a stanza by using
the on function and looking specifically for a stanza, as follows:
component.on('stanza', (stanza) => {
console.log('Stanza received! ')
Remember that the stanza can be a presence, message, or iq stanza. One of the first stanzas
you want to listen for in your component is an iq stanza. When your component is
connected to the server, the server will attempt to get DISCO#info information from the
component to find out what services the component provides. It's important to implement a
response to DISCO#info; let's put that in place.
First, replace the preceding code with the following code:
component.on('stanza', (stanza) => {
if (true ==='iq')) {
Next, we will create the handleIq function. In this function, we first need to make sure that
there is a query associated with the iq stanza. If there is, and if the request is indeed asking
for DISCO#info, the component must respond with a new stanza that describes the identity
and features of the component. Keep in mind that the recipient of this stanza will be the
sender of the request, and the sender of this stanza is the component itself, so we can use
the to/from values that we are receiving from the message as the from/to values in our
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Creating an XMPP Component
Since we're creating a stanza in this code, please also add Stanza = require('nodexmpp-component').Stanza to the beginning of index.js:
const handleIq = (stanza) => {
const query = stanza.getChild('query')
if (!query)
if (query.attrs.xmlns === '')
const reply = new Stanza('iq', {
type: 'result',
to: stanza.from
.c('query', { xmlns: '' })
.c('identity', {
category: 'chat',
name: 'First Component',
type: 'text'
.c('feature', {
var: ''
console.log("Replying with " + stanza)
Now the component is capable of responding to a DISCO#info request. In this case, our
component is letting clients know that it provides a chat capability. The response also gives
a name to the component.
Responding to a chat message
The component that we are building will be listening for chat messages, and it will echo
those chat messages back to the client. Using the same component.on('stanza') function
that we implemented before, we can delegate to a handleMessage function if the incoming
stanza is of type message. Modify your component.on('stanza') to the following:
component.on('stanza', function(stanza) {
if (true ==='iq')) {
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Creating an XMPP Component
else if (true ==='message')) {
} )
Now that you are experienced in implementing a response to a DISCO#info request, you
will probably find the response to a chat message to follow a familiar structure. We want to
create a new stanza, again using the to/from of the sender as the from/to of our response,
and we simply want to respond with the same message that we received.
Here is the handleMessage function:
const handleMessage = function(stanza) {
if (stanza.attrs.type === 'chat') {
console.log('Responding to chat message by sending that same message
back to the client')
var text = stanza.getChild('body').getText()
var reply = new Stanza('message', {
to: stanza.from,
type: 'chat'
} ).c('body').t(text)
Once you implement this function, you will have a component that responds to
DISCO#info requests and chat messages! Let's create a client that connects to the
component and can start chatting and we can start chatting.
Creating a client that connects to the component
To make the separation between the component and the client clear, let's start a new project.
We will also need to install node-xmpp-client into this new project:
cd ~
mkdir client-using-first-component
cd client-using-first-component
npm i node-xmpp-client
In your ~/client-using-first-component folder, create a file called client.js.
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Creating an XMPP Component
The client will connect to the component and it will send a chat message after it successfully
connects. We can connect using the same bot credentials that were introduced earlier.
Notice we are connecting to localhost itself as the server, as opposed to the component's
Jabber ID. We will use the component's jid in just a bit to send messages directly to the
component, but to create a connection; we just need to specify the server.
Enter the following code into client.js:
var Client = require('node-xmpp-client')
var options = {
jid: 'bot@localhost',
password: 'tellnoone',
host: 'localhost'
var client = new Client(options)
client.on('online', function(connectionDetails) {
console.log('Client is connected!')
Once you are connected to the server, you will want to start sending messages to the
component. Recall that when we created the component, we provided a Jabber ID for the
component itself: component.localhost. When sending messages to the component, we'll
need to use that same jid in the to value of our stanza.
To test the full life cycle of the component, the first message that we want to send to the
component is a DISCO#info request. Then, we should send a presence message to make the
presence of our client known. After that, we can send a chat message and expect to receive
the same message repeated back.
We are going to create a function called sendMessages() to send these three messages
after receiving notice of the successful connection, so in the code you entered previously,
add a call to sendMessages() just after console.log(connectionDetails).
Here is the sendMessages() function, which generates an iq stanza, a presence stanza
(simply a <presence/> tag), and a message stanza containing a chat message:
const sendMessages = function() {
var iqMessage = new Stanza('iq', {
type: 'get',
id: 'query1',
to: 'component.localhost'
}).c('query', { xmlns: ''
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Creating an XMPP Component
var message = new Stanza('message', {
to: 'component.localhost',
type: 'chat'
} )
message.c('body').t('Hello, Component!')
Notice that the chat message will be directed to component.localhost. This will ensure
that our new component will hear the message.
Since we are awaiting a response from the component, we will want to add one more
method to the client, something that shows us when the chat message is echoed back. Let's
be sure to listen for incoming stanzas by adding the following code to client.js:
client.on('stanza', function(stanza) {
if ('message') && stanza.attrs.type == 'chat') {
console.log('Received message: ' + stanza.getChild('body').getText())
} )
So now, in addition to having a component that responds to chat messages by echoing them
back to the sender, we have a client that sends chat messages to the component and awaits
the echoed message. Let's run these and see how they work!
Running your new component and client
First, ensure that your Prosody service is running with the configurations indicated earlier
in this chapter.
We are going to run the component and client in two separate terminal windows. Open one
terminal window, go to your first-component folder, and start the component:
cd ~/first-component
node index.js
Open a second terminal window, go to the folder in which we placed the client, and start
the client:
cd ~/client-using-first-component
node client.js
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Creating an XMPP Component
Once you run the client, you will see console output in both terminal windows showing
that the communication is taking place. In the client window, the final line of console
output that you will see should be:
Received message: Hello, Component!
This message is a confirmation that the Hello, Component! chat message originally sent
from the client has been echoed back by our new component.
Congratulations! Of course, a Hello, Component message only scratches the surface of
what interesting things we can do with this capability. In the upcoming chapters, we will
create components that are a bit more interesting!
Running the component (back terminal) and client (front terminal)
[ 159 ]
Creating an XMPP Component
In this chapter, you learned what an XMPP component is, how it augments the capabilities
provided by the server, and how the separation between the server and the component is
useful from a configuration management perspective.
You learned how to create both an XMPP component and a client that connects and shares
information with the component.
In the next chapter, we'll create a component that provides an interesting capability to our
server; it will allow for the creation of a collaborative whiteboard, which co-workers across
large distances can use to share visual ideas with each other.
[ 160 ]
Building a Basic XMPP-Based
Pong Game
In this chapter, we will build an implementation of the classic game Pong, using XMPP chat
messages to communicate the position of the paddles and ball between clients. The game
will be based on the XMPP-FTW skeleton and will draw to an HTML canvas. The intention of
this chapter is to illustrate one way in which you could use XMPP to power your own usercentered applications. Specifically, in this chapter we take a very basic approach of sending
application updates via the body of basic chat messages. In the next chapter, we will take a
different approach of creating our own messages to share between the client and a custom
server component which we will build; the approach taken in this chapter is to teach you
how to build an application (ok, game) on XMPP using its core functionality before we
extend things later.
Why base this demonstration on Pong? For one thing, Pong uses basic visualizations, so we
can focus on the XMPP communication rather than details about the user interface.
We will continue to build on this example in the following chapter, in which we will
complete the XMPP Pong game with a server-side component to handle the game logic
rather than allowing the clients to enforce it themselves. The next chapter will also
introduce an XMPP-FTW extension that allows our clients to exchange messages with
application specific XML payloads, rather than the approach taken in this chapter, in which
we use the body of the messages to share game state.
Building a Basic XMPP-Based Pong Game
Overview of Basic XMPP Pong
With the idea of keeping the end in mind as we get started, Figure 1 shows a picture of our
final client-side application. The interaction is, hopefully, intuitive: the player can move
their paddle up or down by clicking and dragging the mouse and the ball bounces off the
paddles and off the top and bottom walls. If the ball passes a player's paddle, the other
player wins a point:
Figure 1. Basic XMPP Pong screenshot
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Building a Basic XMPP-Based Pong Game
As a player moves their paddle, XMPP messages will be sent to the other player and the
graphics will be updated in the other player's game. Each player’s client code will maintain
the ball state, which is clearly not an ideal way to run a game.
Since a player can move their own paddle by moving the mouse, and the opposing player’s
paddle would be moved by an incoming XMPP message to the first player’s client, there are
two ways for the paddles to be updated on the screen, so we’ll need to keep that in mind as
we develop this client. In our game, the current player's paddle will appear on the left, and
the opponent's paddle will appear on the right. This means that the two players will see
games that are mirror images of each other. When we get to Chapter 9, Enhancing
XMPPong with a Server Component and Custom Messages and introduce a server-side
component, we will rectify that, but for now, in your own client view, you get to move the
paddle on the left.
Let's start this chapter by developing the client view itself, so we can build the picture you
see in Figure 1. After that, we'll walk through adding XMPP capabilities to the game.
Getting Started
To start, we will use XMPP-FTW to create a skeleton for our project. Recall that we did this in
Chapter 5, Building a Multi-User Chat Application as well:
cd ~
git clone pong
cd pong
Now we're going to jump right into the client code.
Developing the HTML canvas
Let's start by creating an HTML canvas in which the game will take place. The HTML for
our code belongs in ~/pong/views/index.ejs. You'll find an existing index.ejs file
there from the skeleton you just cloned. We will replace the contents of index.ejs with the
following code.
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Building a Basic XMPP-Based Pong Game
We want to write a simple page that creates an HTML5 canvas element. The logic that
drives the canvas will be placed in the pong.js file we're about to write. Enter the
following code into index.ejs:
<!DOCTYPE html>
<title>XMPP Pong</title>
<style type="text/css">
body { background-color: #eee; }
#container { margin:0 auto; width: 640px; }
#pong { border: 1px solid; background-color: #fff; }
<div id="container">
<h1>XMPP Pong </h1>
<!-- More to be filled in here soon! -->
<canvas id="pong" width="1000" height="800" tabindex="1">
<p>This browser does not support the HTML5 Canvas element.</p>
<script src=""></script>
<script src="/scripts/primus.js"></script>
<script src="/scripts/pong.js"></script>
We will also start writing pong.js. As a script, this file belongs in
~/pong/public/scripts. For starters, we'll just create a shell that gets the canvas ready to
be drawn on. We will populate the rest of this file as we go. Initially, let's put in the
following pieces:
Getting an animation frame and setting up the initial game loop
Declaring the variables we'll need
Creating an init() function, which will set up the game variables
Here is the initial content of pong.js, and it uses the jQuery ready function at the
beginning of the code to know when the webpage has loaded:
$(window.document).ready(function() {
// Global variables
var GAME_WIDTH = 1000
var GAME_HEIGHT = 800
var PAD_X_MARGIN = 5
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Building a Basic XMPP-Based Pong Game
var BALL_X_SPEED = 4
// Player variables
var pad1Height = 100, pad2Height = 100
var pad1Y = (GAME_HEIGHT - pad1Height) / 2, pad2Y = (GAME_HEIGHT pad2Height) / 2
var ballX, ballY
var ballDeltaX, ballDeltaY
var score1, score2
var mouseDown = false
var opponentJid
var gameOn = false
Now, let’s add some variables and functionality that will allow us to draw the game of
XMPPong to the page. The game loop will allow the XMPPong game to be animated:
//Drawing variables
var canvas = document.getElementById('pong')
var context = canvas.getContext('2d')
function init() {
// Prevent I-Beam cursor from appearing on mousedown
canvas.onselectstart = function () { return false; }
function gameLoop(canvas, context) {
// We will populate this with update and drawing functions
requestAnimFrame(function() {
requestAnimFrame(function() {
gameLoop(canvas, context)
The preceding code gives us a framework to work with. Now, let's complete the picture a
little more, first by using the mouse to move the paddles, then with the code to draw
everything to the screen and update the ball position.
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Building a Basic XMPP-Based Pong Game
Adding the mouse listeners for moving the
Let's start adding the ability to move the paddles using the mouse. To move a paddle, the
user will click and drag on the image of the paddle. We will need three listeners, since we
need to know when the mouse button is pressed, when it is released, and when the mouse
is moved.
Add the following listeners to init function in pong.js:
canvas.addEventListener('mousedown', doMouseDownEvent, false);
canvas.addEventListener('mouseup', doMouseUpEvent, false);
canvas.addEventListener('mousemove', doMouseMoveEvent, false);
Now let's add the mouse functions. When the user presses the mouse button, we want to set
a flag that indicates the paddle is moving. We'll call this mouseDown, and we already have it
in our member variables. We also need to know the location of the mouse when the button
is pressed. Eventually, we will need to send the new position to the other player. When the
player lifts the mouse button, we will clear mouseDown. If the user moves the mouse while
mouseDown is true, we will know to update the paddle position.
The code following segment shows the mouse event functions. We’ll also create a separate
function to specifically set the paddle position, since we want to call that when the user
clicks on the screen and when they drag the mouse
function doMouseDownEvent(event) {
mouseDown = true;
function doMouseUpEvent(event) {
mouseDown = false
function doMouseMoveEvent(event) {
if (mouseDown) {
function setPad1Position(candidateY) {
if ((candidateY> 0) && (candidateY<GAME_HEIGHT)) {
pad1Y = candidateY
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We now have a paddle that can move vertically, and that is limited to move only within the
bounds of the game space (as indicated by the bounds checking code in
setPad1Position). It would be nice to see this in action, so next we will implement the
drawing code.
Drawing and updating the game
To draw to the screen, we will use the age-old animation principal of first clearing
everything in the game space, then drawing each of the elements. The elements consists of
the ball, the left and right side paddles the score:
function clearField() {
context.fillStyle = "#FFFFFF"
context.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT)
context.strokeStyle = "#000000"
context.strokeRect(0, 0, GAME_WIDTH, GAME_HEIGHT)
function drawBall() {
context.arc(ballX, ballY, BALL_RADIUS, 0, Math.PI * 2, false)
context.fillStyle = "#C11B17"
context.strokeStyle = "#9F000F"
function drawPad(x, y, w, h) {
context.fillStyle = "#306EFF"
context.fillRect(x, y, w, h)
context.strokeStyle = "#2B65EC"
context.strokeRect(x, y, w, h)
function drawPad1() {
drawPad(PAD_X_MARGIN, pad1Y, PAD_THICKNESS, pad1Height)
function drawPad2() {
function drawScore() {
context.font = "36px Arial";
context.fillStyle = "#000000";
context.fillText(score1, GAME_WIDTH / 2 - 100 context.measureText(score1).width, 40);
context.fillText(score2, GAME_WIDTH / 2 + 100, 40);
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Building a Basic XMPP-Based Pong Game
Now let’s fill in the game logic and the game loop itself. As the game is played, we want to
update the ball position based on the direction of the ball (indicated by our ballDeltaX
and ballDeltaY variables), and we want the ball to bounce off paddles or the top and
bottom walls. To achieve this, we will implement the following functions:
function resetBallLocationAndDelta(deltaX, deltaY) {
ballX = GAME_WIDTH / 2
ballY = GAME_HEIGHT / 2
ballDeltaX = deltaX
ballDeltaY = deltaY
function updateBallPosition() {
ballX += ballDeltaX
ballY += ballDeltaY
// Did ball get past Player 1?
score2 += 1
resetBallLocationAndDelta(-BALL_X_SPEED, -1)
//Did ball get past Player 2?
score1 += 1
resetBallLocationAndDelta(+BALL_X_SPEED, -1)
// Test for ricochet on top and bottom of game
if ((ballY - BALL_RADIUS <= 0) || (ballY + BALL_RADIUS >= GAME_HEIGHT)) {
ballDeltaY = -ballDeltaY
// Test for ricochet on paddles
if (
(ballY + BALL_RADIUS >= pad1Y) &&
(ballY - BALL_RADIUS <= pad1Y + pad1Height)
) {
ballDeltaX = -ballDeltaX
ballDeltaY = -ballDeltaY
else if (
&& (ballY + BALL_RADIUS >= pad1Y) &&
(ballY - BALL_RADIUS <= pad1Y + pad1Height))
ballDeltaX = -ballDeltaX
ballDeltaY = -ballDeltaY;
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Building a Basic XMPP-Based Pong Game
Now let's add calls to these functions in the game loop itself:
function gameLoop(canvas, context) {
if (gameOn) {
drawBall(ballX, ballY)
requestAnimFrame(function() {
gameLoop(canvas, context)
Finally, get the ball rolling by adding the following line to init():
resetBallLocationAndDelta(-BALL_X_SPEED, +1)
At this point, you have the first half of a Pong game. You can play it if you'd like (if you
override the default value of the gameOn variable to be true), but you can only move the left
paddle. Once you move the paddle to hit the ball, there is no one on the other end to hit the
ball back to you. You will win every game! To save you from so much winning, let's now
move on to the part of the code that will send XMPP messages to the other client, and
respond to messages from the other client.
Sending and receiving XMPP messages in
There are several places where we want to send and receive XMPP messages in Pong. We
first need a message so that each player knows who the other player is. Then we need to
send messages when the player moves the position of the left-side pad (from their
perspective), and we need to receive messages from the opponent to know how to move the
right-side pad when our opponent moves their mouse.
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Building a Basic XMPP-Based Pong Game
Sending and receiving a Hello message
The first thing the client needs to do is create a connection, then send a Hello message, so
that the opponent player. This will let us populate the opponentJid member variable, so
we have someone to play against and address the paddle updates to. The connect function
will be called when we press the button on the webpage to connect, and it will call the
sendHello function:
window.connect = function() {
var options = {
jid: document.getElementById('username').value,
password: document.getElementById('password').value
socket.send('xmpp.login', options)
socket.once('xmpp.connection', function(connectionDetails) {
console.log(options.jid + ' is connected!')
var jid = connectionDetails.jid.user + ‘@’ +
onnectionDetails.jid.domain + ‘/’ + connectionDetails.jid.resource
alert(‘You are connected as ‘ + jid +
‘ you can share this JID with an opponent to set up a game’)
function sendHello(opponentJid) {
to: opponentJid,
content: 'hello'
console.log('Sent Hello message to', opponentJid)
We also need to handle this message when it comes in, so we will introduce our
handleMessage function and start by handling the Hello message. In the next section, we’ll
use the same function to handle paddle updates as well:
function handleMessage(data) {
if (0 === data.content.indexOf('hello')) {
opponentJid = data.from.local + '@' + data.from.domain +
'/' + data.from.resource
console.log('Received hello from ', opponentJid)
gameOn = true
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Building a Basic XMPP-Based Pong Game
Now, we need one more thing in place. What’s going to call handleMessage? That’s right,
we need to create a socket object and tell the socket what to do in response to various XMPP
messages that the socket may receive. We’ll use primus here, so make sure you also have
primus.js in your public/scripts folder. Add the following code; a good place for this is
just beneath the declaration of the variables near the top of your pong.js file:
var socket = new Primus('//' +
socket.on('error', function(error) { console.error(error) })
socket.on('open', function() {
socket.on('timeout', function(reason) {
console.error('Connection failed: ' + reason)
socket.on('end', function() {
console.log('Socket connection closed')
socket = null
socket.on('xmpp.error', function(error) {
console.error('XMPP-FTW error', error)
socket.on('xmpp.error.client', function(error) {
console.error('XMPP-FTW client error', error)
socket.on('', handleMessage)
socket.on('', handleDisco)
Sending a paddle update
To send paddle updates, we will create a new function, sendPaddleUpdate(), which will
create a message with the updated information and send it:
function sendPaddleUpdate(newPadY) {
to: opponentJid,
content: 'paddleUpdate:' + newPadY
console.log('Sent update - newPadY = ', newPadY)
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Building a Basic XMPP-Based Pong Game
Now we need to call this function when the left paddle's position is changed. Find the
setPad1Position() function. Just after setting pad1Y to candidateY, insert a call to
function setPad1Position(candidateY) {
if ((candidateY > 0) && (candidateY < GAME_HEIGHT)) {
pad1Y = candidateY
Receiving a paddle update
In addition to sending our own paddle location, we need to react when the other client
updates a paddle position. Using the handleMessage function, we just created to receive
the “Hello” message, let’s augment it to also watch for a paddleUpdate message. When the
paddleUpdate message is received, this function will set the position of pad2Y:
function handleMessage(data) {
if (0 === data.content.indexOf('hello')) {
opponentJid = stanza.from.local + '@' + stanza.from.domain +
'/' + stanza.from.resource
console.log('Received hello from ', opponentJid)
gameOn = true
} else if (0 === data.content.indexOf('paddleUpdate')) {
pad2Y = data.content.split(':')[1]
Connecting the clients
Our approach has been bottom-up rather than top-down: first we built the game, then we
built the message handlers, and now it's time to bring in the client but all of the pieces are
coming together. Next, we want to connect two players so that two people can play
XMPPong! First, we need those two players to have unique JIDs, so we need to let each
player log into the game.
First, we need to create some accounts so that multiple people can log into the game. Let's
create accounts for two players, Marty and Jennifer:
sudo prosodyctl adduser marty@localhost
sudo prosodyctl adduser jennifer@localhost
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Building a Basic XMPP-Based Pong Game
For simplicity, I made Marty's password m and Jennifer's password j.
Next, we need to let Marty and Jennifer log into their respective Pong clients. We'll need to
extend index.ejs with a couple of input fields to let our players enter their username and
password, and we'll need to extend pong.js to accept the new username and password
combination and use that to log into the chat server.
First, insert the following form into index.ejs. Put the following HTML code between the
existing </h1> and <canvas> tags:
<input type="text" id="username" required />
<input type="password" id="password" required />
Opponent JID (ensure you enter your opponent’s
<strong>full JID</strong> here):
<input type="text" id="opponent" reqwuired />
<button type="button" onclick="connect()">Connect</button>
Recall that we created the connect() function in earlier in this chapter.
We now have a fully functioning, XMPP-backed Pong client! Ready to test this out? First,
run the application from ~/pong:
node index.js
Now open one browser and log in as marty@localhost. Open a second browser and log in
as jennifer@localhost. If you're fast enough to switch between browsers, you can adopt
both personalities as you hit the ball back and forth with your paddle.
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Building a Basic XMPP-Based Pong Game
Advertising the Pong feature of clients
(Client DISCO)
One additional thing we should add to our XMPPong game is the ability for clients to
discover it. Recall that a DISCO#info request to the server will list the features that the
room supports.
To do that, let’s but a handler in that recognizes when a DISCO request is being sent:
socket.on('', handleDisco)
You can place that right next to socket.on(‘, handleMessage).
Now, we’ll implement the handleDisco function, which will send the identity of this client
and the features it supports:
function handleDisco(data) {
to: data.from,
features: [
{ kind: 'identity', type: 'text', name: 'XMPPong',
category: 'chat' },
{ kind: 'feature', var: '' }
function(error, data) { console.log(error, data) }
console.log('Replied to disco#info request with ', reply)
Now our XMPPong game can respond to DISCO#info requests! You can try this out from
your Empathy client.
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Building a Basic XMPP-Based Pong Game
Issues with a basic implementation
Remember bot@localhost? Fire up Empathy and log in with the JID bot@localhost and
password tellnoone. As Marty and Jennifer are passing the ball to each other,
bot@localhost could send the hello message to either player an hijack a place in the
game! While this might be interesting, this is not the kind of behavior we would hope to see
in a more advanced application that uses XMPP. Instead, we would want to make sure
someone like bot can't inject themselves into the game (I'll bet you could make bot change
one of the player's paddle positions). We wouldn't want game control messages and chat
messages to be shown in the same chat window although one thing we could do is enable
chat in XMPPong
In the following chapter, we are going to address these issues. We will look into employing
custom namespaces, creating a server-side component that can help prevent cheating. We
will even keep track of wins and losses and create a leaderboard of the best players. For
now, in this chapter, we have assembled the basics of getting a game up and running and
using XMPP to share game messages back and forth.
Chances are, you are not going to implement Pong as part of your projects for fun or profit.
Think of this as a simple example, which you can build on to power your own applications.
Maybe it's a graph-drawing application or a whiteboard session where users see each
other's drawing on the same canvas in real time. Maybe it's a music-composition
application, or even a music-performance application, which lets people around the world
work together to perform in front of a virtual audience through a multi-user chat (MUC)
room. Maybe it's a system that lets autonomous software agents communicate in real time
to perform chores around the IT department, with occasional input from their human
counterparts to direct their work. Whatever creative and value-providing applications you
can devise may start with your inspiration from XMPPong.
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Building a Basic XMPP-Based Pong Game
The purpose of this chapter was to show you how you can set up a useful client-side
application that uses XMPP to share messages across clients and you can challenge
someone to a game of Pong!
In the following chapter, we will build on this example by creating a server-side component
to manage the application state, and we will create our own XMPP-FTW extension that will
allow us to craft our own messages rather than sending data through the text of a chat
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Enhancing XMPPong with a
Server Component and Custom
In Chapter 8, Building a Basic XMPP-Based Pong Game we created the basics of XMPPong.
We took a lot of shortcuts to get a basic game up and running. In this chapter, we will
continue what we left in earlier chapter to build the pong game, by creating an XMPP
component to manage more aspects of the game. In the previous chapter, we relied on each
client to manage a lot of information; the position of the ball, the position of the paddles, the
score, and we left the game wide open for someone to inject other messages into the
conversation and throw off the game.
In this chapter, our component will keep track of the game state and prevent cheating. We
will introduce the use of an XMPP-FTW extension to allow us to create payloads of XML data
that we can send through XMPP between the client and server component. The work we do
in this chapter will prepare us for the next chapter, in which we talk about deploying XMPP
applications to the real world.
Designing the information flow for XMPPong
Having worked on a quick version of XMPPong in Chapter 8, Building a Basic XMPP-Based
Pong Game, as we plan to engage in some more intense engineering of our solution in this
chapter, let's take a moment to think about how we would like XMPPong to work.
Enhancing XMPPong with a Server Component and Custom Messages
First, we are going to create a server component that knows how to manage an XMPPong
game. We will expect two players to be connected to the component through their own
clients. We expect messages to be sent between the component and the clients. Naturally,
the component will handle all of the game logic (or business logic if we weren't building a
game!), and clients will handle the graphical output and report on input from the players.
In preparation for all of this, let's talk about the messages we expect to be sent between the
controller and the clients.
1. The component will start, and it will contain settings that each client will need to
conform to, in terms of the playing field size (width and height), initial paddle
position, and initial ball position. We'll call these the default settings.
2. When a client connects with the component, the client will receive those default
settings and set up its view appropriately.
3. The first client to check in will be Player 1. The second client will be Player 2.
After that, the component will not accept a new player; in fact, it will return an
error message if additional players attempt to join a game
4. When the player sitting at one of the clients moves their mouse to change the
position of the paddle, the client will send a paddle update to the component.
5. The component must pass along one player's paddle update to the other player's
client. That client needs to update the position of the opponent's paddle.
6. When the component moves the ball as it's handling the game logic, the
component will send a ball update to both clients. The clients will need to update
the position of the ball.
7. When a player misses the ball, the component will send a score update to both
clients. The clients will need to update their display of the score.
8. When a player reaches 10 points, we'll consider the game to be over. Both clients
will need to display a Game Over indicator.
These messages are summarized in Table:
playerCheckingIn from (none)
client to component
Contents of <message>
<body> playercheckingin</body>
<pong xmlns="xmpp:game:pong" />
<action>playercheckingin</action> </pong>
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Enhancing XMPPong with a Server Component and Custom Messages
dimensions from
component to client
width, height,
<body> dimensions</body>
<pong xmlns="xmpp:game:pong">
<side>0 or 1</side>
ballPosition from
component to client
ballX, ballY
<pong xmlns="xmpp:game:pong">
scoreUpdate from
component to client
<body> scoreUpdate</body>
<pong xmlns="xmpp:game:pong">
paddlePosition from
client to component
<body> paddlePosition</body>
<pong xmlns="xmpp:game:pong">
opponentPaddleUpdate paddleY
from component to client
<body> opponentPaddlePosition</body>
<pong xmlns="xmpp:game:pong">
gameOver from
component to client
<pong xmlns="xmpp:game:pong" />
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Enhancing XMPPong with a Server Component and Custom Messages
Sending our messages as we did in the previous chapter using core messaging functionality
is far from idea. So we’re now using a custom format sent via message stanzas. However,
building XML in the browser is cumbersome (and let’s face it would put most web
developers off), so how do we make this integration easier? We build an XMPP-FTW
extension of course!
The XMPP-FTW extension will allow us to create a script that knows how to parse our
custom message format. It will also be able to build the appropriate message stanzas from
simple JSON provided by the browser. We can send messages with a namespace like
xmpp:pong, and write our own schema for the type of data that should exist within those
messages. When the messages are parsed, they will construct the appropriate stanzas to
send to the server component. We'll develop our extension soon enough; let's first look into
how we're going to build that component, then we can create the extension that builds and
parses the appropriate stanzas based on the content of the messages.
Developing the XMPP component for
As mentioned earlier, the server component for XMPPong will be concerned with managing
key aspects of the game: owning the default settings, managing the position of the ball,
keeping track of the client's paddle movements, and maintaining the score.
Let's start by editing the Prosody configuration to support the new XMPPong component .
Add the following to the end of the prosody.cfg.lua file (In Ubuntu
Component "xmppong.localhost"
component_secret = “mysecretcomponentpassword”
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Enhancing XMPPong with a Server Component and Custom Messages
Now let's create the component itself. To get started, create a new project folder and install
the node-xmpp-component module:
cd ~
mkdir pong-component
cd pong-component
npm i node-xmpp-component
Navigate into the pong-component directory and create a new file called index.js. We're
going to start the component with some boilerplate code:
// "XMPPong" Server-Side Component
const Component = require('node-xmpp-component')
, ltx = require('ltx')
, Gameloop = require('node-gameloop')
const componentJid = 'xmppong.localhost'
const PONG_NAMESPACE = 'xmpp:game:pong'
const component = new Component({
password: 'mysecretcomponentpassword',
host: 'localhost',
port: '5347'
component.on('online', () => console.log('Connected...'))
Now let's get straight into adding some functions to manage the game itself. First, we'll
need all sorts of variables. Many of these will be similar to you based on work in the
previous chapter. Please add the following lines to the component’s index.js file:
// Playing field dimensions
const width = 800, height = 600
const playfieldMinX = 0, playfieldMinY = 0
const playfieldMaxX = playfieldMinX + width
const playfieldMaxY = playfieldMinY + height
// Paddle sizes
const paddleMargin = 10
const paddleWidth = 20
let paddleHeight = [100, 100]
let paddleY = [height / 2, height / 2]
// Ball data
let ballX, ballY
const ballRadius = 3
let ballHeading
// degrees
let ballSpeed
// pixels per millisecond
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Enhancing XMPPong with a Server Component and Custom Messages
// Keeping track of players and their scores
const score = []
let playerJids = []
// Game state, so we know when the game starts and ends
// (0 = not started, 1 = started, 2 = finished)
let gameState
Now we're going to implement some functions specific to the game mechanics. We'll get to
the messaging part soon, but for now let's get the game logic in place.
First, we want to keep track of when players check in. When a player checks in, the
component will remember the player's JID. The component will also keep track of how
many players in the game. Of course, we’re looking for a total of two players to start the
game. If additional clients attempt to connect, we need to tell them that the game is full;
we’ll do this through an error message. And if the game is ready to begin, we’ll start the
game. Here’s the code for addPlayer, sendGameFullMessage, and startGame (which
calls resetGame, which we’ll write soon):
const addPlayer = (stanza) => {
if (playerJids.length <2) {
side: playerJids.length
if (playerJids.length === 2) startGame()
} else if (playerJids.length >= 2) {
const sendGameFullMessage = (to) => {
const errorStanza = new ltx.Element('message', { type: 'error', to })
.c('error', { type: 'cancel' })
.c('conflict', { xmlns: 'urn:ietf:params:xml:ns:xmpp-stanzas' })
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Enhancing XMPPong with a Server Component and Custom Messages
.t('Game is currently full')
const startGame = () => {
gameState = 1
Now that we have written the code for players to join the game, let's set up the game loop.
Setting up a game loop in the component
We will need to add a game loop to the component to keep the game in motion. The
component will respond to incoming messages that will affect the status of the game (e.g.,
the position of paddles in the game). We need to make sure the component can take some
actions on its own (e.g., moving the ball), so we need a way to make actions happen without
waiting for incoming messages – hence, the need for the game loop.
We could create our own game loop logic, but fortunately there is an existing open source
game loop designed for Node servers. It's called node-gameloop, and you can find it at: ht
tps:// This package is simple to use. It has two
API methods: setGameLoop, which creates a game loop, and clearGameLoop, which stops
a game loop. The actions that should take place during each step in the loop, and the time
that should pass between each step in the game loop (measured in milliseconds) are passed
as a function to setGameLoop.
To install node-gameloop enter the following:
npm install node-gameloop
Now we can make the following adjustments to the server code:
1. At the very beginning of the index.js file that we just created, you’ll notice that
we already have the following line:
const Gameloop = require("node-gameloop");
2. Add the following function at the end of the index.js:
const id = Gameloop.setGameLoop(updateGame, 1000 / 30) /* 30 fps */
Notice our new call to updateGame(). This is a function that we will write to contain the
code that moves the ball as the game is played.
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Enhancing XMPPong with a Server Component and Custom Messages
Now that we have a game loop in the component, the component can start managing
aspects of the game on its own.
Starting and updating the game
Now it's time for ourstartGame() and updateGame() functions. startGame() is going to
be really simple: it will just set the gameState variable to 1 to show that the game is
running. This is called when the second player joins the game:
const startGame = () => {
gameState = 1
Of course, updateGame() is more interesting. That function will move the ball, check to see
if the ball hits or misses anything (in particular, paddles and the top and bottom walls), and
update the players with ball position updates and score updates, if one player happens to
sneak the ball past the other’s paddle.
Let's start with this first part of the function, which will leave the updateGame() function if
the game is not in progress:
const updateGame = () => {
if (gameState !== 1) return
Maintaining the ball state in the component
As we discussed earlier, the server-side component will maintain the position and direction
of the ball. Let's start by bringing in some variables related to the ball that we previously
saw in the clients.
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Enhancing XMPPong with a Server Component and Custom Messages
Recall that we have these variables to work with:
let ballX, ballY
const ballRadius = 3
let ballHeading; // degrees
let ballSpeed; // pixels per millisecond
In the version of the code from the last chapter, we maintained two variables, ballDeltaX
and ballDeltaY, to indicate the direction of the ball. In this version, we are going to do
something slightly different. We will maintain the ball's heading, in radians (with 0
meaning straight to the right and increasing counter-clockwise; a full circle contains 2*PI
radians), and the ball's speed. This means that we will need a little basic trigonometry to
figure out the ball's updated location when the game loop is run. One reason we did not do
this in the client version is that we would have had to have trigonometry code in multiple
places. This would have been a bit too much detail in the client-only version, but with our
server-side component, we're getting a bit more serious.
If you are not familiar with the sine and cosine functions in trigonometry, or if you need a
quick refresher, this next paragraph is for you.
Imagine we have a ball at position (a, b) heading in direction d, and we know that the
distance the ball will travel in direction d is the ball's speed (in pixels/milliseconds) over a
duration of milliseconds. For example, a ball at position (1, 1) moving at PI radians at a
speed of 20 pixels/milliseconds over 10 milliseconds. Simple math tells us that the total
distance that the ball will travel is 200 pixels. Now, we need to figure out how many pixels
in the X direction, and how many pixels in the Y direction, the ball will actually move. Let's
call those distances deltaX and deltaY. We can imagine a triangle of deltaX, deltaY, and
200 as the hypotenuse. Now here's where sine and cosine come in. The length of the
hypotenuse multiplied by the sine of the angle will give us deltaX, and the length of the
hypotenuse multiplied by the cosine of the angle will give us deltaY. (The way I've
remembered this for years is by using two made-up words, sinx and cosy, which tell me
sine is for x and cosine is for y) Our ball, therefore, has a deltaX of 200*sin(pi) and
deltaY of 200*cos(pi).
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Enhancing XMPPong with a Server Component and Custom Messages
Remember, these are deltas, so we need to add these values to the original position. And
don't worry about needing to figure out if you add or subtract the deltas from the original
position. The sine and cosine functions will return negative values (sine returns negative
values for parameters greater than pi and less than 2*pi, and cosine returns negative
values for parameters greater than pi/2 and less than 3*pi/2), so you can add any resulting
value to the x and y components of the original position to get an accurate updated
Thus ends our math lesson. All of this talk really boils down to these next two lines, which
you can add to the updateGame() function (and, we're simplifying a bit by not maintaining
a delta-time and multiplying the speed by it to get a distance):
//Update the ball's position
ballX = ballX + Math.cos(ballHeading) * ballSpeed
ballY = ballY + Math.sin(ballHeading) * ballSpeed
Of course, we don't want the server to update the ball position without telling the clients!
Let's make sure to pass the message along. Actually, we'll write this function later, but let's
at least call it here:
sendBallPosition(ballX, ballY)
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As per the table of messages we introduced earlier, let's keep in mind that our clients will
need to listen for this message and update their displays according.
Bounces and misses
There is more that we will need to do for the ball position. For example, we will need to
check whether the ball has bounced off a paddle, or whether it has left the field of play.
Fortunately, we have already established the dimensions of the playing field. Here is what
we need to watch for within the component:
If the ball's new position hits one of the player's paddles, bounce the ball back
into the playfield
If the ball's new position touches (or is slightly beyond) the top or bottom edges
of the playing field, bounce the ball back into the playfield
If the ball's new position is to the left or right of the established playfield, one of
the players has missed the ball and the other player has just scored a point
In the first two cases, bounce the ball back into the playing field means calculating a new
heading for the ball. If you want, you can also have a little fun with adjusting the ball's
heading and speed depending on where on the paddle the ball was hit. For example, if the
ball hits the paddle toward the top or bottom ends of the paddle, perhaps the ball ricochets
off at a wider angle than if it were to hit the paddle squarely in the middle. Since our focus
is on XMPP messaging rather than the advanced physics of Pong, we'll leave that as an
exercise for the reader.
Here is the code:
// Check if the ball has hit the left paddle
if (
((ballX - ballRadius) <= playfieldMinX + paddleMargin +
paddleWidth) && (ballY + ballRadius > paddleY[0]) &&
(ballY – ballRadius < paddleY[0] + paddleHeight[0])
) {
if ((ballHeading > Math.PI / 2.0) && (ballHeading <= Math.PI)) {
ballHeading = Math.PI - ballHeading
if ((ballHeading > Math.PI) && (ballHeading <= 3.0 * Math.PI / 2.0))
ballHeading = 3.0 * Math.PI - ballHeading
// Check if the ball has hit the right paddle
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if (
(ballX + ballRadius >= playfieldMaxX – paddleMargin – paddleWidth)
&& (ballY + ballRadius > paddleY[1]) &&
(ballY - ballRadius < paddleY[1] + paddleHeight[1])
) {
if ((ballHeading > 3.0 * Math.PI / 2.0) && (ballHeading <=
2.0 * Math.PI))
ballHeading = 3.0*Math.PI - ballHeading
if ((ballHeading > 0) && (ballHeading < Math.PI / 2.0)) {
ballHeading = Math.PI - ballHeading
// Check if ball has hit the top of the playfied
if (ballY – ballRadius <= playfieldMinY) {
ballHeading = 2.0 * Math.PI – ballHeading
// Check if ball has hit the bottom of the playfield
if (ballY + ballRadius >= playfieldMaxY) {
ballHeading = 2.0 * Math.PI – ballHeading
// Check if the ball has been missed by the left player
if (ballX – ballRadius <= playfieldMinX) {
updateScore(+0, +1)
// Check if the ball has been missed by the right player
if (ballX + ballRadius >= playfieldMaxX) {
updateScore(+1, +0)
At this point, we have updated the ball position and checked for whether the ball is
bouncing off the top and bottom walls or colliding with the paddles (or missing the
paddles, resulting in a point for one of the players). There is only one thing left to do:
recognize when the game should end and close up updateGame():
if ((score[0] === 10) || (score[1] === 10)) {
When the ball misses one of the paddles, we'll need to reset the game, which can be done
using resetGame() function (remember, we also call this from the startGame() function):
const resetGame = () => {
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ballX = playfieldWidth / 2.0
ballY = playfieldHeight / 2.0
ballHeading = Math.random() * 2.0 * Math.PI
ballSpeed = 2
sendBallPosition({ x : ballX, y : ballY })
When the maximum score of 10 has been reached by either player, we'll need to end the
game. We’ll also use this as a chance for the component to clear the array of current players,
so players at other browsers can have their turn at playing. The endGame() function is just
as simple as startGame():
const endGame = () => {
gameState = 2
playerJids = []
Let's not forget that there is a score that needs to be updated! The updateScore method
will take two values: The amount to add to Player 1's score, and the amount to add to
Player 2's score. Since these are amounts to add rather than absolute amounts, I prefer to
use an explicit plus character next to the parameter, as you saw above (for example,
updateScore(+1, +0);). I think this helps communicate that the score is increasing by 1
(or increasing by 0, whatever that means, although it feels okay to me) rather than being set
to 1 and 0. (By the way, you can use the same method to decrease a player's score… which
might be something you want to do if you implement some kind of power-up in this game!)
const updateScore = (player1delta, player2delta) => {
score[0] += player1delta
score[1] += player2delta
sendScoreUpdate({ player1 : score[0], player2 : score[1] })
Expecting paddle updates
Just as the server will update the ball position and send updates to the clients, the clients
will be responsible for passing along updates to the paddle positions for their respective
players. The server will need to listen to those paddle updates, and those will be handled by
incoming messages rather than by the game loop.
On the server side, we are already expecting to handle the paddle position message, so let's
fill that in. The paddle update will need to receive two pieces of data: The ID of the client
moving the paddle, and the new paddle position.
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We also need to remember that when one client sends a paddle update, the second client
needs to know about it! In addition to updating the paddle location with respect to the
server, we will also need to pass this information along to the opponent's client:
const receivePaddlePosition = (playerSide, paddleY) => {
paddleY[playerSide] = paddleY
sendOpponentPaddlePosition( { y : paddleY })
Finally, the last function in your component at this point should be the game loop code we
added earlier.
There are our core game control methods. Now let's see how to implement the messages
being sent to and from the component.
Implementing messages from the component to
the clients
Let's take a look at the code we just wrote particularlyupdateGame() and
updatePaddlePosition(), but don't forget addPlayer() and see what messages we
promised to send to the clients. Here again is the list, derived from the table at the
beginning of this chapter:
sendDimensions: Sent to the player who was just added
sendBallPosition: Sent to both players
sendScoreUpdate: Sent to both players
sendOpponentPaddlePosition: Sent to the player receiving the other's update
sendGameOver: Sent to both players
Not too long of a list. Let’s implement these messages. Keep in mind that we will be using a
payload that we define specifically for XMPPong in these messages. We will essentially use
ltx to construct the message stanza, then send it to the clients using
Here is the implementation of the messages:
const sendDimensions = (dimensions) => {
const stanza = new ltx.Element('message', { to: componentJid })
const pong = stanza.c('pong', { xmlns: PONG_NAMESPACE })
for (let key in dimensions) {
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const sendBallPosition = (position) => {
const stanza = new ltx.Element('message', { from: componentJid })
const pong = stanza.c('pong', { xmlns: PONG_NAMESPACE }).c('position')
playerJids.forEach((playerJid) => { = playerJid
const sendScoreUpdate = (score) => {
const stanza = new ltx.Element('message', { from: componentJid })
const pong = stanza.c('pong', { xmlns: PONG_NAMESPACE })
playerJids.forEach((playerJid) => { = playerJid
const sendOpponentPaddlePosition = (y) => {
const stanza = new ltx.Element('message', { from: componentJid })
cosnt pong stanza.c('pong', { xmlns: PONG_NAMESPACE })
playerJids.forEach((playerJid) => { = playerJid
const sendGameOver = () => {
const stanza = new ltx.Element('message', { from: componentJid })
stanza.c('pong', { xmlns: PONG_NAMESPACE })
playerJids.forEach((playerJid) => { = playerJid
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Handling incoming messages from the clients
So far, we have written the code necessary to send messages from the component to the
clients. Remember that we also have two messages that we are expecting from the clients:
playerCheckingIn: Sent from a client when the client wishes to join the game
paddlePosition: Sent from a client when the player has moved their paddle
To handle incoming messages, we need to tell the component how to respond to incoming
stanzas. The best place for the following code is near the top of your index.js file, just
below the variable declarations:
component.on('stanza', (stanza) => {
if (true ==='iq')) {
} else if (true ==='message')) {
It’s the handleMessage() function, that will be triggered when we get one of the game
messages we’re expecting. As we write handleMessage(), we want to keep a couple of
things in mind. First, we want to ensure that we’re actually getting an XMPPong message.
Second, we want to ensure that the message is indeed from our opponent, and not from
some other client attempting to throw our game off! Here is the code for
const handleMessage = (stanza) => {
const pong = stanza.getChild('pong', PONG_NAMESPACE)
if (!pong) return
const action = pong.getChildText('action')
/* Is message from one of the players? If no, ignore? or add to game?
if (-1 !== playerJids.indexOf(stanza.attrs.from)) {
console.log("Received message from someone besides our expected
/* Switch on 'body' and perform required action */
if (action === 'playercheckingin') {
} else if (action === 'paddleposition') {
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We see the call to addPlayer(), which we have already introduced. We also see a new call
to receivePaddlePosition(), which we have not yet written. Let’s implement that:
const receivePaddlePosition = (playerSide, paddleY) => {
paddleY[playerSide] = paddleY
sendOpponentPaddlePosition(playerSide, { y : paddleY } )
We now have an XMPPong component that can send and receive messages! There is one
other message that we want to handle before we move on to other portions of the project,
and that’s the IQ message.
Handing DISCO#info requests
The one last bit that we want to complete is the handleIq() function that we alluded to in
the handleMessage() function. This function will respond with a message giving the
capabilities offered by this server-side component specifically, its ability to play XMPPong,
which is indicated in part by the identity of the reply as well as the feature that contains the
XMPPong namespace:
const handleIq = (stanza) => {
const query = stanza.getChild('query',
if (!query) return
const reply = new Stanza(
type: 'result',
to: stanza.attrs.from
.c('query', { xmlns: '' })
reply.c('identity',{category: 'chat', name: 'XMPPong', type:'text'})
reply.c('feature', { var: PONG_NAMESPACE })
console.log(`Replied to DISCO#info with ${reply.root().toString()}`)
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Enhancing XMPPong with a Server Component and Custom Messages
And now, we’re ready to move on to the XMPP-FTW extension to work with messages in
our own custom format.
Creating an XMPP-FTW extension to read
messages within our namespace
The XMPP-FTW extension allows us to develop a server and build stanzas that use our own
custom message format.
The concept is simple: A list of events at the beginning of the script specify which functions
should be called when a certain event is received from the browser. The functions build the
appropriate stanza before sending it out via the XMPP client connection (and on to our
component via the XMPP server). You can see one of the most basic extensions, one for
ping messages, here at
Let’s understand more about how this works. XMPP-FTW acts as an XMPP client and has a
websocket connection to the browser. The browser emits events with an event name, a
payload, and maybe a callback function. XMPP-FTW then converts this payload into an XML
stanza and sends it through the client connection to the XMPP server.
The XMPP server sends XML to the client, which XMPP-FTW picks up via the handles()
and handle() functions – handles() returns a Boolean indicating whether the XML can
be handled, and handle() does the work of actually managing the XML. The handle()
function translates the XML into a payload and the appropriate event name, then emits this
back to the browser.
Let's build one of these for XMPPong. To start, Recall that we defined the XML content of the
messages in the table earlier in this chapter. Keeping this in mind will help us craft the
Create a file called pong-extension.js, and let’s start populating it with some imports
and a constructor:
'use strict';
const ltx = require('ltx')
, Base = require('xmpp-ftw').Base
var PongExt = function() {}
PongExt.prototype = new Base()
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We also want to define the XMPPong namespace, so add the following declaration:
PongExt.prototype.NS_PONG = 'urn:xmpp:game:pong'
Next, we want to indicate the messages that the extension can expect to receive from the
browser to pass along to the server. As you’ll recall, those are the playerCheckingIn and
paddlePosition messages. When these messages are identified, we want to call a function
to deal with those messages. Provide values to the prototype variable _events like this:
PongExt.prototype._events = {
playercheckingin: 'receivePlayerCheckingIn',
paddleposition: 'receivePaddlePosition'
Let’s implement those receive functions. In each, we will be receiving data from a message
from the browser (you’ll see that when we create the client code), and we will take data
from these messages to form the stanza that we’ll send to the server.
PongExt.prototype.receivePlayerCheckingIn = function(data) {
Direction: Browser to server
Event: 'playercheckingin'
Payload: { to: $componentJid, position: $yPosition }
const stanza = new ltx.Element('message', { to: })
stanza.c('pong', { xmlns: this.NS_PONG
PongExt.prototype.receivePaddlePosition = function(data) {
Direction: Browser to server
Event: 'playercheckingin'
Payload: { to: $componentJid, position: $yPosition }
const stanza = new ltx.Element('message', { to: })
const pong = stanza.c('pong', { xmlns: this.NS_PONG })
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Recall that the extension also lets us implementhandles() to know whether the extension
can handle a certain type of message from the server to the client, and handle() to actually
emit that message on the socket.
Here is our handles() function, which replies true if the stanza passed to the function uses
the XMPPong namespace:
PongExt.prototype.handles = function(stanza) {
if (!'message')) return false
const pong = stanza.getChild('pong', this.NS_PONG)
if (pong) {
return true
} else {
return false
And here is the handle() function. Actually, we’ll delegate to the _handleMessage()
function, and within that message we’ll generate a data payload based on the information
from the given stanza:
PongExt.prototype.handle = function(stanza) {
if ('message')) {
/* Event names here equal the text of the <action/> element
Payloads (to the browser) are what you see in the 'data'
variable, not JID is parsed into parts (local, domain, resource)
for the component just 'domain' would be populated
PongExt.prototype._handleMessage = function(stanza) {
const pong = stanza.getChild('pong')
const action = pong.getChildText('action')
let data = null
switch (action) {
case 'scoreupdate':
const player1 = pong.getChildText('player1')
const player2 = pong.getChildText('player2')
data = { player1, player2 }
case 'dimensions':
const data = {}
pong.children.forEach((child) => {
data[child.getName()] = child.getText()
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case 'ballposition':
const data = {
x: pong.getChildText('x'),
y: pong.getChildText('y')
case 'opponentpaddleupdate':
const data = {
y: pong.getChildText('y')
case 'gameover':
data = {}
if (data) {
data.from = this._getJid(stanza.attrs.from)
this.socket.send(action, data)
You’re pretty much done with the XMPP-FTW extension at this point. Just make sure to
export the module at the end of the code:
module.exports = PongExt
One more thing before we move on: We need to call this extension from the XMPP-FTW
Skeleton. Recall there is an index.js in the ~/pong folder. We will need to edit that file
and insert our extension.
At the beginning of the file, include the following line with the imports:
const PongExtension = require(‘/path/to/pong-extension’)
And, in the primus.on() function, you’ll need to add the XMPPong extension as a listener:
xmppFtw.addListener(new PongExtension())
Now you’re good to go with the extension! On to the third part of our project: the client!
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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:
Listen for default dimensions, like playing field size (incoming: dimensions)
Listen for ball updates (incoming: ballposition)
Send paddle updates (outgoing: paddleposition)
Listen for updates to the opponent's paddle (incoming: opponentpaddleupdate
Listen for score updates (incoming: scoreupdate )
Listen for game over messages (incoming: gameover)
Let's get started!
Starting the XMPP-FTW server
To write the XMPP-FTW server, we will want to use the XMPP-FTW skeleton. Rather than
start from scratch, we will commandeer the client code we already started in the previous
chapter since we have already done so much work on drawing on the HTML canvas. This
will lighten our load in this chapter and let us focus on passing the messages.
Before we get started, let's make a copy of the original Pong client we created in Chapter 8,
Building a Basic XMPP-Based Pong Game and set it aside:
cd ~/pong/public/scripts
cp pong.js pong_chapter8.js
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And let's do the same with index.ejs in the views folder:
cd ~/pong/views
cp index.ejs index_chapter8.ejs
Now we'll edit the pong.js and index.ejs files, keeping the _chapter8 files untouched
in case you would like to go back and revisit those (Note: If you do want to revisit the work
you did for Chapter 8, Building a Basic XMPP-Based Pong Game you will need to update
index_chapter8.ejs to point to pong_chapter8.js).
Let's start making some changes to pong.ejs to match our new component. First, replace
the Global variables and the Player variables near the beginning of the code with the
// Global variables
let width, height
let paddleMargin
let paddleWidth
let ballRadius
// Player variables
let paddleMargin, paddleWidth
let paddleHeight[], paddle[]
let ballRadius
let ballX, ballY
let side
let player1score, player2score
let gameOver = false
Keep the mouseDown, canvas, and context variables. In other words, keep this block:
var mouseDown = false
var canvas = document.getElementById('pong')
var context = canvas.getContext('2d')
Let’s make sure our socket code persists as well, and that the connect() function gets us a
var socket = new Primus('//' +
socket.on('error'), function(error) { console.error(error) }
socket.on('timeout', function(reason) {
console.error('Connection failed: ' + reason)
socket.on('end', function() {
console.log('Socket connection closed')
socket = null
socket.on('xmpp.error', function(error) {
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Enhancing XMPPong with a Server Component and Custom Messages
console.error('XMPP-FTW error', error)
socket.on('xmpp.error.client', function(error) {
console.error('XMPP-FTW client error', error)
socket.on('', handleMessage)
socket.on('', handleDisco)
function connect() {
var Client = require('node-xmpp-client')
var options = {
jid: document.getElementById('username').value,
password: document.getElementById('password').value
var client = new Client(options)
client.on('stanza', handleMessage(stanza))
client.once('online', function(connectionDetails) {
console.log(options.jid+' is connected!')
In init(), remove the call to resetBallLocationAndDelta and, in fact, remove that
function from the code. The clients will no longer set the ball location, that is now done by
the component, and the clients will listen for updates to the ball position. While you're
removing resetBallLocationAndDelta, also remove updateBallPosition for the
same reason. And since the component is managing our game loop, we can get rid of the
game loop function from the client.
We'll also need to let the component know we're checking in, so we'll create a message for
that and send it.
Here's the new init():
function init() {
// Prevent I-Beam cursor from appearing on mousedown
canvas.onselectstart = function () { return false }
canvas.addEventListener('mousedown', doMouseDownEvent, false)
canvas.addEventListener('mouseup', doMouseUpEvent, false)
canvas.addEventListener('mousemove', doMouseMoveEvent, false)
// We’ll be putting a check-in message here shortly!
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While we're keeping functions, let's make sure to maintain the mouse event functions:
function doMouseDownEvent(event) {
mouseDown = true
function doMouseUpEvent(event) {
mouseDown = false
function doMouseMoveEvent(event) {
if (mouseDown) {
Now we're ready for the fun parts: Sending and Receiving XMPP messages!
Checking in to the component and receiving
Remember that one of the first messages the client needs to send is a check-in to the
component. When the component receives this message, it will assign the first client the left
side of the playfield, and the second client the right side of the playfield. When the client
checks in with the component, this also triggers the component to send the client a set of
dimensions that the client can use to draw an appropriately-sized playfield.
In the init() method, add a call to send the checking in message:
// Send check-in message
socket.send('playercheckingin', { to:
document.getElementById('componentJid').value })
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We have several messages that we're expecting. Specifically, if we recall the tables from this
chapter, the client is awaiting these messages from the component:
Updates to the ball position
Updates to the opponent's paddle position
Updates to the score
A Game Over message
We’ll want to use socket.on() to look for these messages, passing functions that can
process the incoming data. For example, we will want to look for the dimensions message,
and when it comes in, we’ll call a function called handleDimensionsMessage().
Here are the socket.on() listeners that we want to set up:
socket.on('dimensions', handleDimensionMessage)
socket.on('gameOver', handleGameOverMessage)
socket.on('ballPosition', handleBallPositionMessage)
socket.on('opponentPaddleUpdate', handleOpponentPaddleUpdateMessage)
socket.on('updateScore', handleUpdateScoreMessage)
Now on to writing each of those delegate messages. The Dimensions messagee will be the
longest, because there are many variables to parse from it. In each case, we just need to dig
into the stanza and pull out the values that are important:
function handleDimensionMessage(data) {
width = data.width
height = data.height
paddleWidth = data.paddlewidth
paddleHeight[0] = data.paddleheight
paddleHeight[1] = data.paddleheight
paddleMargin = data.paddlemargin
paddle[0] = data.paddley
paddle[1] = data.paddley
ballRadius = data.ballradius
side = data.side
By the way, if you've been wondering why we're maintaining an array of
paddle heights, this is to encourage you (or challenge you, or invite you)
to implement a capability in which the player who just scored a point
finds their paddle shortened a little so the next point is not won so easily.
You'll have to create a new message to convey this information and
update the paddle height.
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Handling the ball position is easy:
function handleBallPositionMessage(data) {
ballX = data.x
ballY = data.y
And the opponent's paddle update:
function handleOpponentPaddleUpdateMessage(data) {
paddle[1-side] = data.y
And the score update:
function handleUpdateScoreMessage(data) {
player1score = data.player1score
player2score = data.player2score
And, finally, the Game Over message:
function handleGameOverMessage(data) {
gameOver = true
Phew, that's a lot of stuff! But look at what we've done: We have pretty much implemented
all of the message handling that we need at this point!
We do have one outstanding message. Remember that we need to send updates to the
component when the player moves their paddle. We need a sendPaddleUpdate message,
and here it is:
function sendPaddleUpdate() {
socket.send('paddleposition', { to: componentJid, y: paddle[side]
console.log('Sent new paddle position = ', paddle[side])
We're almost ready to play XMPPong! Let's just make sure we have the right drawing code
in place in the client.
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Drawing code in the client
If you've started from your Chapter 8, Building a Basic XMPP-Based Pong Game code, you
already have these functions in place, but in case you need them again, or if you just want
to make sure you have the right code in place, here are the drawing functions that will
complete the client:
function clearField() {
context.fillStyle = "#FFFFFF"
context.fillRect(0, 0, width, height)
context.strokeStyle = "#000000"
context.strokeRect(0, 0, width, height)
function drawBall() {
context.arc(ballX, ballY, ballRadius, 0, Math.PI * 2, false)
context.fillStyle = "#C11B17"
context.strokeStyle = "#9F000F"
function drawPaddle(x, y, w, h) {
context.fillStyle = "#306EFF"
context.fillRect(x, y, w, h)
context.strokeStyle = "#2B65EC"
context.strokeRect(x, y, w, h)
function drawPaddles() {
drawPaddle(paddleMargin, paddle[0], paddleWidth, paddleHeight[0])
drawPaddle(width - paddleMargin - paddleWidth, paddle[1], paddleWidth,
function drawScore() {
context.font = "36px Arial"
context.fillStyle = "#000000"
context.fillText(player1score, width / 2 - 100 context.measureText(player1score).width, 40)
context.fillText(player2score, width / 2 + 100, 40)
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We also had one function to set the paddle position. This function makes sure that the
paddle position is valid before sending the appropriate message. This is called from
function setPaddlePosition(candidateY) {
if ((candidateY > 0) && (candidateY < height)) {
paddle[side] = candidateY
Finally, make sure you have a few other socket.on functions defined:
socket.on('open', function() {
socket.on('timeout', function(reason) {
console.error('Connection failed: ' + reason)
socket.on('end', function() {
console.log('Socket connection closed')
socket = null
socket.on('xmpp.error', function(error) {
console.error('XMPP-FTW error', error)
socket.on('xmpp.error.client', function(error) {
console.error('XMPP-FTW client error', error)
Close out your code with a final }), and we're good to go!
Modifying the browser view
One last thing we need to do is go to the index.ejs file and change some things there.
Using the same index.ejs as from the previous chapter, we’re going to change the
opponent field with a field that will let us indicate which server we wish to connect to – in
other words, the component JID of the XMPPong game.
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The way this would work in reality is that a client would use DISCO to discover the
capabilities of the server. If the response indicated that there was an XMPPong capability
available on the server, this would be made available to the client – provided that the client
understands how to play Pong, of course!
In index.ejs, simply change the phrase Opponent JID to Component JID, and change
the id of opponent to componentJid.
Running the server and clients
At this point, you have a functioning server-side component and functioning clients, so it's
time to see them working together, sending messages back and forth, and letting you get a
good game of Pong in before lunchtime. Ready?
Your server component may already be running. If not, restart the Prosody service using
the following command:
sudo service prosody start
Run the component from the pong-component directory:
node index.js
For the clients, open a second terminal window, navigate to the directory with the client's
index.js code and run that (node index.js), then open a browser and visit
You may want to open a second browser, also point it to http://localhost:3000, and
get your own one-on-one Pong game going.
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In this chapter, you have built a complete application with a server-side component, an
XMPP-FTW extension for adding messages with your own namespace, and clients that
connect to the server and send messages back and forth. Hopefully you've had some fun
while gaining deeper knowledge that demonstrates how you can apply XMPP in your own
real-world applications.
Speaking about real-world applications, when you do develop your business applications
and consider deploying them, there are several factors that you'll need to keep in mind
regarding concerns of security, scalability, and so on. Fortunately, XMPP provides powerful
capabilities to support your deployed, real-world applications, and you're going to learn
about those in the next chapter.
You will also read more about various XMPP Extension Protocols (XEPs), and get a sense
for how XMPP continues to grow in a world that is evolving toward new things like
Universal Plug and Play, the Internet of Things, and WebRTC.
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XMPP Extensions
XMPP servers are capable of more than sending messages between clients and servers or
server components. When you are building a real-world XMPP-based application, you will
need to ensure that your application has adequate security and that your application can
scale to support growing needs. You may need to ensure that the server side of your
application works in an ecosystem with other services.
In Chapter 1, An Introduction to XMPP and Installing Our First Server we introduced the use
of Prosody as our XMPP server. In this chapter, we will continue to use Prosody to explore
these features. Other servers (for example, Openfire, Tigase, MongooseIM, and ejabberd)
also support these features. If you need to know which servers provide which features,
Wikipedia has such a page:
er_software. Often, you can find a list of extensions that each server supports; for example,
the protocols that Openfire supports can be found at: http://download.igniterealtime.o
r g / o p e n f i r e / d o c s / l a t e s t / d o c u m e n t a t i o n / p r o t o c o l - s u p p o r t . h t m l.
The features we are about to discuss are all described in XMPP Extension Protocols, or XEPs
(pronounced “zeps“). Later in this chapter, we will talk more about the XMPP Standards
Foundation (XSF) and the development of XEPs to support new features. We will also take
a look at several up-and-coming extensions that are guaranteed to propel XMPP into the
future. But for our first step, we will look at ways we can extend the capabilities of our
Real-World Deployment and XMPP Extensions
Server Modules
Whether you use Prosody, Tigase, ejabberd, or the XMPP server of your choice, you will
have the ability to install server modules, components that extend the capabilities of your
server and that can be independently installed, enabled or disabled, and configured. Some
modules might provide capabilities to support a XEP, some might provide integration with
databases and other storage frameworks, and so on. At the time of writing, Prosody has 230
modules, which you can explore at Together, these
modules comprise the prosody-modules project. The source code for these modules is
located on Prosody's Mercurial site,, and you
can pull them down easily using Mercurial.
If you do not yet have Mercurial, you can apply the following steps:
sudo apt-get install mercurial
mkdir ~/prosody-modules
cd prosody-modules
hg clone
When, at some point, you want to update the files in your clone enter the following:
$ cd ~/prosody-modules and $ hg pull --update
Your Prosody server has a standard folder where it expects to find plugins (for example,
/usr/lib/prosody/modules, or what prosodyctl about lists for the plugin directory),
but Prosody can also look in more than one location for plugins; these locations are set in
the plugin_paths variable in your configuration file, prosody.cfg.lua; prosody_paths
is an array of paths to search for plugins, and they are searched in the order that the paths
appear in the array.
Let's bring one of these modules into the server so you can see how to do this, since we'll be
using modules in a couple of sections in this chapter. The module we will install in this
example is called mod_webpresence, and it lets you include an image on your website that
reflects your XMPP status on the server. You can find it at:
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This module happens to be easy to install. You'll need to place a copy of the
mod_webpresence.lua file into Prosody's modules folder, /usr/lib/prosody/modules
(or, if not there, you can use prosodyctl about, which will show the plugin directory).
Copy it from ~/prosody-modules/mod_webpresence. While there is also an icons folder
there, the icons are also represented in the Lua file itself, so you will not need to copy the
icon images. Copy the Lua file to your plugin directory (remember,
/usr/lib/prosody/modules, or what prosodyctl about tells you):
$ cd ~/prosody-modules/mod_webpresence
$ sudo cp mod_webpresence.lua /usr/lib/prosody/modules
Now we need to let Prosody know that we have a new module that we would like to have
the server use. Open your configuration file, prosody.cfg.lua, and add webpresence to
the list of modules_enabled. (Note that is no mod_ in that string.)
Save, exit, stop, and start Prosody, and your module will take effect!
You can test this module simply by creating a quick HTML page that shows the status of
the test@localhost account we created earlier. Create a file called webpresencetest.html with the following content:
<!DOCTYPE html>
<title>mod_webpresence test</title>
<img src="http://localhost:5280/status/test" />
Load the HTML file in a browser of your choice; you should see a status for the
test@localhost account.
Enjoy exploring the many Prosody modules. Be sure to pay attention to their
implementation status. While many are ready for real-world use, some are proofs of
concept, and some others are just for fun.
DNS setup and SRV records
Suppose you have a number of services that you want to make available, and you would
like each service to have a unique Domain Name System (DNS) entry. To do this, you could
establish service records (also known as SRV records) for those services. An SRV record lets
you associate the name of a service with the server that provides the service. You may want
to set this up for your XMPP services (provided you have a domain name associated with
your XMPP server).
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An SRV record has the following format, each element separated by a single space:
_servicename._protocol.domainname. TTL IN SRV priority weight port
Let's describe each of the items:
servicename is the name of the given service. For example, xmpp-client and
xmpp-server are two service names that most XMPP servers establish by
default. Be sure to maintain the initial underscore character.
protocol is the name of the transport protocol. You are going to need use TCP
here, but UDP is another option. Again, be sure to maintain the initial underscore
domainname is the domain where the server sits, such as mcfly.fam. Notice the
period at the end of the domain name field.
TTL is the Time To Live, the longest time that an IP packet can exist for this
service. This value is measured in seconds; a value of 86400 is equivalent to 24
IN is the value for the DNS class field. The value for this field is always IN.
priority is the priority of the target host. Lower values take more priority.
weight is used to indicate priority for records that have the same priority.
Higher values mean higher preference.
port is the number of the TCP or UDP port that provides the service. For
example, this is where xmpp-client declares that it uses port 5222, and where
xmpp-server declares that it uses port 5269.
target is the host name for the machine providing the service. As with the
domainname field, notice the period at the end of this field.
Let's take a look at the two default SRV records that most XMPP servers establish: 86400 IN SRV 5 0 5222 86400 IN SRV 5 0 5269
This tells us that the xmpp-client service uses TCP, sets a TTL of 24 hours, has a priority
value of 5 and a weight of 0, and is available on port 5222. Similarly, xmpp-service has
the same settings, and will be provided through port 5269.
You can use the host, dig, or nslookup commands to find existing SRV records.
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One thing you can do with SRV records is establish a set of entries that could provide client
or server services. This is useful for provisioning your services to provide higher service
availability, and to perform load balancing.
Let's look at an example. Suppose we expect a lot of connections to our xmpp-client
service, so we would like to set up a number of servers that will provide the xmpp-client
service. We may set up our SRV records in the following way:
70 5222
20 5222
5 5222
5 5222
0 5222
In this example, we have four servers with the same priority. This means the weight field
will be used to determine which server will receive the traffic. Notice the weights across all
of the servers with priority 10 total to 100 (70 + 20 + 5 + 5); each weight value can be thought
of as indicating the percentage of traffic that the server will receive. In this case, will receive 70% of the traffic, will receive 20%, and so
Notice that has a different priority. A value of 15 indicates a less preferred
server, so (our backup server) will only receive traffic if the more preferred
servers are unable to handle it.
Server-to-server communications
XEP-0288 describes server-to-server connections (S2S), which allows servers to send
messages to each other on the same TCP network using bidirectional communication, as
opposed to requiring TCP connections between the servers. This allows servers to be
connected together and share information seamlessly, and it facilitates the creation of a
federated network of servers in which servers can pass along messages to other servers, and
clients connected to each server can communicate with clients throughout the entire
network. One of the benefits of this behavior is that each server can be set up with its own
configuration, modules, components, and users, while also taking advantage of other
servers, which have their own configuration.
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Prosody supports S2S connections without any work on your part. Let's get started with an
example, then we'll work on adding security to this example. First, each server that you
wish to connect will need the following lines in prosody.cfg.lua:
s2s_secure_auth = false // We'll update this soon!
s2s_insecure_domains = { Array of insecure URLs, see below }
The module that manages S2S communication (mod_s2s) is loaded by default and does not
need to appear in your modules_enabled list. If you ever want to disable S2S connections
on your server, you'll need to add modules_disabled = { s2s } to your configuration.
Behind the scenes, the servers send a number of messages to create the connection. You can
read all about it in XEP-0288, but suffice to say that the messages will be delivered between
servers. For example, suppose you have two servers, mcfly.fam and baines.fam. You
could send a message such as the following:
<message from='george@mcfly.fam'
<body>My density has brought me to you</body>
When George sends this message, the mcfly.fam server will receive it and, seeing that it's
intended for baines.fam, will send it there. The baines.fam server will send the message
to Lorraine.
Now let's make our federation more secure. If you set s2s_secure_auth = true in your
configuration, this will configure your server to require encryption and certificate
authentication. Other servers will need to provide their certificate; we'll cover certificates in
the following section on security.
However, it may be the case that a server you wish to connect to this server simply does not
provide certificates that Prosody knows how to trust. You can still connect to such servers
when you have s2s_secure_auth turned on; this is the role of the
s2s_insecure_domains setting. Add the name of the domain to that array to allow
connections to those servers. For certificate verification to work, you will need to install
LuaSec version 0.5, or you can get luasec-prosody if LuaSec version 0.5 is not available
for your operating system. (LuaSec version 0.6 does not work with Prosody.)
Even with s2s_secure_auth set to false, you may want to ensure that certain servers are
always authenticated. You can use list those servers in another array,
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In production you will never want to communicate with insecure domains
as this leaves traffic open to reading by third parties. The options should
be used purely for development. In 2015 most of the top XMPP service
providers (and many much smaller providers) signed up to the XMPP
security manifesto which can be found at
XMPP security
If you are deploying your XMPP server for the world to access, you will want to make sure
it is secure! Out of the box, many XMPP servers including Prosody, provide security
mechanisms that are easy to set up.
First, let's talk about server certificates. This will be a quick discussion. If you want a secure
server, you need to get a server certificate! You can get a certificate from any certificate
authority. Recommended authorities are LetsEncrypt ( and
StartSSL (, which offer free certificates. In order to use SSL
with Prosody you’ll need to edit the prosody.cfg.lua file and add the following
configuration (pointing to your certificate files):
ssl = {
key = "/path/to/prosody.key";
certificate = "/path/to/prosody.crt";
Next, let's talk about encryption. You should ensure that the communication from client to
server, and vice versa, is encrypted rather than kept as readable text. All XMPP servers
support encryption; Prosody uses OpenSSL for its connection encryption. Let's take a look
at the steps necessary to activate encrypted communications. It's very easy. To activate
client-to-server encryption on your server side, you will want to use the following line in
your prosody.cfg.lua file:
c2s_require_encryption = true
In addition, entering the following line in your prosody.cfg.lua file will ensure that
plaintext passwords sent over the network are not allowed (although the default value for
this setting is false in the first place):
allow_unencrypted_plain_auth = false
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To establish encrypted connection between servers, you will want to use the following line:
s2s_require_encryption = true
Be sure to restart your server after changing the configuration.
Once you have set up your server certificate and turned encryption on, test the security of
your server at the XMPP IM Observatory! Visit (note: not .org) and enter
your public-facing XMPP domain into the Test a server field. Select whether you want to
test the C2S or S2S connection (remember, these are on different ports), press Check!, and
see your results!
Server certificates and encryption both facilitate communication security: that is, security
with respect to the exchange of information. You will also want to put a high degree of
information security in place to ensure that the data on your server is protected from
unauthorized access, inspection, or deletion. To ensure information security, you will want
to take the following steps:
Ensure that only authorized users have permission to access files (if you are using
file-based storage) or databases that contain XMPP communications and user
account information.
Encrypt the file system that stores your data.
Install only XMPP components that you trust.
Activate authentication modules associated with your XMPP server. For example,
Prosody provides mod_auth_internal_hashed, which stores passwords in
hashed form.
XMPP scalability
When deploying your XMPP capability to the real world, you may need to ensure that your
servers will scale. In general, the number of users and JIDs in use at any time has to get
pretty high before you need to worry specifically about scalability. Prosody, for example,
will handle in the order of hundreds or thousands of users easily. You can find several
benchmark test results online and even performance experiments on GitHub that compare
the performance of XMPP servers, including Prosody.
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As Donald Knuth once said “Remember that premature optimization is the root of all evil“.
Unless you are experiencing issues due to scalability, you probably do not need to consider
the next few paragraphs of advice. Before venturing into the next couple of sections, please
be sure that you have cleaned up your server code and you are sure that there is nothing
additional that you can squeeze out of the code itself (for example, no duplicated code or
functions being called twice, and no loop-invariant operations happening inside a loop).
If you're continuing to read, congratulations! You have a scalability problem to address!
Let's take things step by step.
First, recall that we already talked about provisioning services and load balancing under the
section on DNS and SRV records. You may want to revisit that section to see how you can
employ multiple servers to support your needs.
You may also be interested in clustering. Clustering allows multiple server nodes to service
a single domain. At the moment, Prosody does not support clustering (it is slated for the
version 1.0 release. At the time of writing, Prosody is at version 0.9.10. If you're interested in
watching the ticket for this feature, you can do so at
13). Other XMPP servers, such as ejabberd, do currently support clustering. In ejabberd, it is
easy to have a node join or leave a cluster (using the commands
ejabberdctljoin_cluster and ejabberdctlleave_cluster).
Another approach to addressing issues of scalability is to harness the power of
asynchronous event notification using libevent. Prosody supports libevent, which is a
library that provides callback functions to a variety of platform monitoring tools such as
kqueue, epoll, and more; it turns out that each operating system (for example, Linux, BSD,
or Solaris) has a different function to support nonblocking I/O; libevent provides a layer of
abstraction, so you don't have to deal with each of those functions manually. For each
operating system, libevent will choose the optimal function on the given platform. For
more information about libevent, see; there is also an excellent description
of how libevent works (and why multi-threading is not the answer!) at http://www.wangaf
u . n e t / ~ n i c k m / l i b e v e n t - b o o k / 1 _ i n t r o . h t m l.
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To enable libevent with Prosody, follow these simple steps:
1. Download and install luaevent, which provides libevent bindings for Lua:
sudo apt-get install lua-event
2. Add the following line to your prosody.cfg.lua file (then restart the Prosody
server to make the change take hold). You'll probably find this line already
entered, but commented out, in your prosody.cfg.lua file:
use_libevent = true
Once you restart Prosody, check if Prosody is using the epoll or kqueue backend. You can
check for this in your prosody.log file (or whatever name is listed in your
prosody.cfg.lua file for logging configuration). If it looks like your server is using
select for connection handling rather than epoll or kqueue, your request to use
libevent may not have taken hold.
User Registration
Earlier in this book, we talked about using the prosodyctl command to add users. For
example, from the command line, you could enter the following to add a new user (you'll be
prompted to enter and retype the password):
$ sudo prosodyctl adduser foo@localhost
Prosody also provides commands to set the password for a user, or to delete a user (you'll
be prompted to enter and retype the password):
$ sudo prosodyctl passwd foo@localhost
The following command quietly deletes the user:
$ sudo prosodyctl deluser foo@localhost
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Out of the box, Prosody does not provide a command to list the current users for a given
host. If you have sufficient permissions, you can list the files in
/var/lib/prosody/{host}/accounts, where you will see a .dat file for each account.
But this isn't the right way to do this. Remember prosody-modules? It turns out that there
is a module for listing users! It's called mod_listusers, and if you've followed the steps in
the server modules section, you already have a local copy. Place a copy of the Lua file in
your modules folder:
$ cd /usr/lib/prosody/modules
$ sudo cp ~/prosody-modules/mod_listusers/mod_listusers.lua .
Edit your config file:
$ cd /etc/prosody
$ sudo vi prosody.cfg.lua
Add listusers to modules_enabled, then restart Prosody:
$ sudo prosodyctl restart
Now you can use the following command to list your users:
$ sudo prosodyctl mod_listusers
If you happen to be adding several users in a batch process, there is a prosodyctl
command, register, that lets you do this. If you're interested in batch processing, you might
also be interested in migrating a group of users from another server, and you will quickly
find tools that support this for Prosody. The register command works as follows, but it's
a little off-the-books (that is to say, register does not appear when you do prosodyctlhelp) and adduser is the preferred way to add new users:
$ sudo prosodyctl <username> <host> <password>
So far, we've talked about how you, as the administrator, can add users. There is a way for
users to register themselves through an extension, XEP-0077, called In-Band Registration.
This extension allows any user to add a new user through a set of XMPP messages.
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You will need two things for In-Band Registration to work: the mod_register module will
need to be enabled in prosody.cfg.lua, and also, in your config file,
allow_registration = true needs to be set. With In-Band Registration activated on the
server, you or an application you write can follow thesesteps to register a user:
1. Send an iq request asking for the fields that the host requires to register a user:
<iq type="get" id="register" to="mcfly.fam">
<query xmlns=""jabber:iq:register"" />
2. The server responds with a result that contains the registration fields. If the server
does not support in-band registration, it will return an error, serviceunavailable. The server might also respond with a redirection, which we'll
cover below. Otherwise, the server will respond with an iq message such as the
<iq type="result" id="register">
<query xmlns="jabber:id:register">
<instructions>This server requires a username and password
<username />
<password />
The server might also realize that the user who is requesting an account is already
registered, based on where the iq message is coming from. In that case, it will return an iq
result that indicates <registered />, along with the registration fields completed with the
known information (that is, username and password filled in).
3. The client responds with the completed fields:
<iq type="set" id="register">
<query xmlns=""jabber:id:register"">
4. The server responds either with success (simply <iq type="result"
id="register">), or different replies if the user already exists on the server or
the registration failed due to incomplete fields. For details on these cases, see the
documentation for XEP-0077.
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The problem with In-Band Registration is that anyone who can access your server can add
new accounts, and these could include spam accounts. The question, then, is how to allow
registration while successfully keeping spammers at bay. Fortunately, there are several
plugins that can help with this!
Recall in step 2 that the server might respond with redirection, which permits a different
mechanism (generally referred to “Out of Band”) to complete the user registration. In this
case, the reply from the server will consist only of text in the instructions tag, and a URL
pointing to the redirected location. For example, the server's reply in step 2 could have been
as follows:
<iq type="result" id="register">
<query xmlns="jabber:iq:register">
<instructions>To register for an account, please go to
<x xmlns="jabber:x:oob">
In Prosody, you can support registration redirection by installing the
mod_register_redirect plugin. With the plugin active, you can use the following
optional settings in your prosody.cfg.lua file to redirect registrants to the right place:
registration_whitelist = // array of whitelisted web server IP addresses
registration_url = "https://hillvalleycourthouse.mcfly.fam"
registration_text = "To register for an account, please go to
registration_oob = true
registration_oob in the preceding settings and jabber:x:oob in the iq result refer to
the Out-of-Band Data extension, XEP-0066. Basically, you can use OOB to specify URLs for
transferring information between servers. If your registration is handled not by another
server but by some other means (for example, the user needs to complete and e-mail a PDF
form to the administrator), then registration_oob should be set to false.
There is another plugin, mod_register_web, which lets users register for an account using
a captcha-protected web form rather than the in-band IQ messages.
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About the XMPP Standards Foundation
The XMPP Standards Foundation (XSF), formerly known as the Jabber Standards
Foundation, is a non-profit organization that defines and manages the protocols behind
XMPP, including the XMPP Extension Protocols (XEPs, pronounced “zeps” partly because
they used to be Jabber extensions!), and which provides information and leadership about
XMPP to developers, service providers, and users.
The XMPP Council within the XSF is the group that approves XEPs. Members of the council
are elected by members of the XSF. Several of the members of the XMPP Council work
directly on XMPP libraries, servers (including Prosody!), and other projects.
Individuals may apply to become members of the XSF. Membership is free, and new
applicants are admitted based on a vote of the existing members. Even existing members
must reapply for membership every year. Those who apply should be able to demonstrate
their technical work in supporting the XMPP community through developing code, writing
documentation, leading XEPs, and other activities. Members are expected to contribute to
the XMPP community and the work performed by the XSF, and are also expected to
participate in governance, through voting and attending annual XSF meetings.
While the core XMPP specifications are defined by the Internet Engineering Task Force
(IETF), XEPs define extensions to the protocol. New XEPs may have an Experimental status
as they are being evaluated; after a successful evaluation, they may be upgraded to Draft
status and then, after another round of refinement, to Final, for XEPs on the Standards
Track, or Active status for procedural XEPs.
There is a lot of activity happening in the XMPP community, and new XEPs are continually
being written and evaluated. The full, up-to-date list of XEPs can be found at http://xmpp.
org/extensions. Recent XEPs include HTTP and ICE transport methods for Jingle
(discussed in the XMPP and WebRTC section), support for OpenPGP, MIX (Multi user chat
2), and considerations for the Internet of Things (also discussed in a later section). To get
involved with the XSF, please see, and get involved via the mailing list
and chat rooms.
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XMPP and the new rise of multi-user chat
XMPP is an open standard for federated multi-user communication, with excellent security
and well-established user and development communities. There are a lot of commercial
services that provide XMPP support and, despite a couple of high-profile departures from
the use of XMPP (for example, Google Hangouts and Facebook Chat, which have
deprecated their support for XMPP and are using proprietary, walled garden
implementations), XMPP represents a solid foundation for building interoperable, multiuser applications.
One great example is Atlassian HipChat, which is based on XMPP. And while HipChat
competitor Slack does not use XMPP behind the scenes, it does provide an XMPP gateway,
which allows you to connect your Jabber client to a Slack server.
Compared to the late 1990, when the Jabber protocol was started and desktops were
prevalent, today's most popular devices are mobile. The XSF is actively working on ways to
improve XMPP support for mobile deployments (for example, how do we ensure that
XMPP makes minimal use of the radio and retains battery life?).
XMPP and the Internet of Things
The Internet of Things (IoT) enables the connection of devices of all sorts and describes how
they communicate data with each other and with servers, and XMPP is at the forefront of
this growing area. With years of experience in security and scalability, as well as the
existence of a plethora of servers and related software, XMPP provides a solid and open
foundation for the infrastructure of IoT. There are several XEPs to support XMPP's role in
IoT, and there is a specific community, called XMPP-IoT, which focuses on this initiative
IoT communications are commonly thought of as Device-To-Device (D2D) and Device-ToServer (D2S); it is useful to keep these different levels of communication in mind as you
explore IoT and notice the range of protocols being developed to support these use cases.
XMPP is preferred in the D2S space; the D2D space often involves protocols that are a bit
closer to the wire and which, perhaps, do not rely on the TCP transport layer.
[ 222 ]
Real-World Deployment and XMPP Extensions
There are several experimental XEPs that support XMPP-IoT, as shown in the following
table. (Experimental means the XEP is not yet a draft and has not yet been approved by the
XSF, but exploratory implementation in new code is encouraged.):
XEP-0323 Internet of Things –
Sensor Data
Provides the common framework for sensor data
interchange over XMPP networks
XEP-0324 Internet of Things –
Describes an architecture for efficient provisioning of
services, access rights, and user privileges for the Internet
of Things, where communication between Things is done
using the XMPP protocol
XEP-0325 Internet of Things –
Describes how to control devices or actuators in an
XMPP-based sensor network
XEP-0326 Internet of Things –
Describes how to manage and get information from
concentrators of devices over XMPP networks
XEP-0347 Internet of Things –
Describes an architecture based on the XMPP protocol,
whereby Things can be installed and safely discovered
by their owners and connected into networks of Things
XEPs for the Internet of Things
In addition to these XEPs that have the phrase Internet of Things in their title, there are
several other extension protocols that these depend on that are not necessarily specific to
IoT. For example, XEP-0322 describes the use of the Efficient XML Interchange (EXI) format,
which can be used generally in XMPP communications, and may be specifically useful in
IoT communications. There are likely to be additional XEPs related to IoT in the future. If
you are interested in IoT, this is an excellent time to get involved in the development of
standards and applications that will push the envelope on future capabilities.
For much more detail on XMPP and the Internet of Things, please see Learning Internet of
Things by Peter Waher.
XMPP and Universal Plug-n-Play
Universal Plug-n-Play (UPnP) is a protocol standard that lets devices, such as computers,
printers and other peripherals, and mobile and wireless devices, discover the presence and
functionality of other devices on a network. It uses TCP/IP and HTTP to let devices perform
discovery and data transfer. The UPnP standard is managed by the Open Connectivity
Foundation (, and it is another protocol in the Internet of
Things space.
[ 223 ]
Real-World Deployment and XMPP Extensions
There is an extension to UPnP called UPnP Cloud Annex (UCA), which is based on XMPP
and binds open standards XMPP messages to UPnP protocols. The XSF has the UPnP
Liaison Team, which is responsible for ensuring that the development of UPnP and the use
of XMPP within the UPnP community is consistent with XMPP standards.
As with the Internet of Things, you can find more information about UPnP in Learning
Internet of Things by Peter Waher. UPnP is under very active development, and you will also
find up-to-date information and spec status at
Web Real-Time Communication (WebRTC) is an open-standard project from the World
Wide Web Consortium (W3C), which lets browsers and applications share real-time
communication (for example, voice and video calls) using a set of simple APIs. WebRTC is a
Peer-To-Peer (P2P) protocol (meaning there is no need for a server!), and it does not specify
a protocol for signaling between peers.
Jingle, described in XEP-0166 and XEP-0167, is an XMPP extension that lets P2P clients
share audio and video data. It facilitates applications such as Voice over IP (VoIP) and video
conferencing, and it can serve as the signaling initiation protocol for WebRTC applications.
Google has developed a library called libjingle that can be used to create P2P
connections and exchange data in multi-user applications. Interestingly, libjingle and the
XSF’s Jingle standard are similar but not interoperable, since both were created in parallel at
approximately the same time. You can
k/libjingle/developer_guide. On this page, Google does indicate their intention to
implement the official Jingle XEP.
Several clients, including Empathy, provide support for Jingle, and provide VoIP and
videoconferencing capabilities. Since Jingle is P2P, there is no need for servers (such as
Prosody) to provide support for the XEP, since it is purely a client-based capability.
However, when a server is involved in passing messages to its clients, improperly
formatted messages may be rejected by a server. Jitsi ( is a great
example of another client that supports XMPP and Jingle.
[ 224 ]
Real-World Deployment and XMPP Extensions
The Future of XMPP
As evidenced by the new XEPs and applications of XMPP in new and emerging application
areas, it is clear that XMPP has a bright future. You can be a part of that future by
developing applications that use XMPP, as well as by contributing XEPs to cover new areas
as yet unexplored. In fact, XEP-0143, Guidelines for Authors of XMPP Extension Protocols,
speaks directly about things to keep in mind as you suggest ideas for the continuing growth
of the protocol.
XEP-0143 is clear about the technical work necessary to submit a new extension. We'd also
like to touch on some non-technical aspects that are just as important as a technically sound
proposal. During the XSF's review of the XEP and even after the XSF Council moves your
XEP to the Final state, if it is accepted, it's especially important that you continue to
communicate and be an advocate for your protocol. The mere existence of an extension does
not mean that people will immediately flock to it; rather, you must get the message out!
You'll need to let people know about your extension, document it with clear examples and
code, communicate the benefits, and help people easily understand what it can do and how
it differs from other work in other protocols. In essence, you need to become the developer
evangelist for your new creation. No one else is better suited for the role than you.
We encourage you to be the engineer that is empowered to do what they need to do to
advocate for your cause and your work, and make the change you want to see in the world.
The role of an engineer is to improve the quality of life for humanity. Your XMPP
contributions are one important step in the big picture, and for the future of XMPP.
In this chapter, we have introduced several important XMPP extension protocols (XEPs)
that enable the functionality necessary to deploy real-world XMPP applications. These
extensions and capabilities include server modules, DNS setup and SRV records, server-toserver communications, security, and scalability.
We have also introduced you to the XMPP Standards Foundation (XSF) and provided an
overview of how XMPP supports new capabilities, such as advancements in multi-user
chat, the Internet of Things (IoT), Universal Plug and Play (UPnP), and Web Real-Time
Communication (WebRTC).
We have also encouraged you to participate in the XMPP community to help address
emerging needs, in the process benefitting all users of this open protocol. Finally, we wish
you all the best as you develop your XMPP-based applications!
[ 225 ]
access model, Publish-Subscribe (pubsub)
authorize 130
open 130
presence 130
roster 130
whitelist 130
about 131
member 131
none 131
outcast 131
owner 131
publish-only 131
publisher 131
Atlassian HipChat 222
ball state
bounce off paddle 187, 189
incoming messages, handling from clients 192,
maintaining 184, 185, 186, 187
messages, implementing from components to
clients 190
paddle updates, expecting 189, 190
paddle, missing 187, 189
Bidirectional-streams Over Synchronous HTTP
about 16, 54, 55
URL 54
browser view
modifying 205, 206
browser-based MUC client
writing 105
XMPP server, setting up 106, 107
URL 37
URL 57
building blocks, XMPP communication
iq 24
message 24
presence stanza 24
c2s connection
process 35, 36
chat room
affiliation, values 79
availability, listing 109, 111, 113, 114, 115
configuration, updating 94, 95
configuring, with data forms 83
creating 90, 91, 92
destroying 97
exiting 96
extending, to work with MUC 100, 101, 102, 104
HTML, displaying 118, 119, 120
joining 76, 77
messages, receiving 79, 80
messages, sending 79, 80
role values 79
user role 78
users, managing 92, 93
chat stanza
reading, with ltx 42, 43
chat state notifications
about 31
active 31, 49
composing 31, 49
gone 31, 49
inactive 31, 49
paused 31, 49
sending 49, 50, 51
URL 41, 49
data form
about 84, 85
cancel type 84
chat room, configuration updating 87
chat room, configuring 86
form type 84
in XMPP-FTW 89
result type 84
submit type 84
URL 58, 63, 90
used, for configuring chat rooms 83
data types, data form
boolean 85
fixed 85
hidden 85
list-multi 85
list-single 85
text-multi 85
text-private 85
text-single 85
delivery receipts 30
Directed Presence 26, 27
DISCO#info query
responding to 154, 155
DISCO#info requests
handing 193, 194
XMPP-FTW extensions, creating to read
messages within namespace 194, 195, 196
URL, for Prosody 14
Domain Name System (DNS)
about 35
setting up 210, 211, 212
DuckDuckGo Instant Answers API
results, returning 47, 48
URL 46
echo bot
building 38
chat state notifications, sending 49, 50, 51
chatting 65
determining 74
extending 46
functioning 73
interacting with 72
message, receiving 69
responding, to presence subscription requests
results, returning from DuckDuckGo Instant
Answers API 47, 48
server, connecting 38, 39
user, creating 38
WebSocket, connection creating 68
WebSocket-enabled web server, building in
Node.js 65, 66, 68
XMPP-FTW, installing 69
about 41, 99
URL 19
Extensible Messaging and Presence Protocol
(XMPP), advantages
decentralized 9
extensible 10
mature 10
multi-device 10
real-time 10
scalable 10
secure 9
Extensible Messaging and Presence Protocol
about 8
library dependencies 12
Node.js, installing 12
uses 11
web 11, 12
Google CDN 70
Hello message
paddle update, receiving 172
paddle update, sending 171
sending 170
[ 227 ]
HTML canvas
developing 163, 164
mouse listener, adding to move paddle 166
HTTP error codes
reference link 114
URL 224
lightweight text markup 31
message stanza
about 29
delivery receipts 30
types 29
echoing 44, 45
reading, within namespace 194, 195, 196
routing 23
URL 209
URL 13
mouse listener
adding, to move paddle 166
Multi-User Chat (MUC)
about 76, 222
chat room, extending 100, 101, 102, 104
discovering 81, 82
implementing 122
Prosody, updating 97, 98
XMPP, configuring 97
In-Band Registration 218
incoming messages
handling 120
handling, from client 192, 193
message, sending 121
incoming stanzas
receiving 41
Information Query (IQ) 24, 32, 33, 34
Internet Engineering Task Force (IETF) 8
Internet of Things (IoT) 54
XMPP 222, 223
Jabber Component Protocol
URL 150
Jabber ID
about 22
message, routing 23
Jabber namespaces
URL 49
Jingle 12
URL 224
URL 70
JSON Containers
URL 142
Less than XML (ltx)
about 39
chat stanza, reading 42, 43
URL 43
URL 214
enabling, with Prosody 217
URL 216
XMPP-FTW extensions, creating to read
message 194, 195, 196
URL 183
installing 37
installing 12
WebSocket, building 65, 66, 68
URL 12
URL 13, 208
[ 228 ]
Personal Eventing Protocol (PEP) 29
about 161
clients, connecting 172, 173
DISCO#info request, responding 174
drawing 167, 168, 169
implementation issues 175
information flow, designing 177, 178
messages 178
overview 162, 163
paddle update, receiving 172
paddle update, sending 171
starting 184
updating 167, 168, 169, 184
XMPP component, developing 180, 181
XMPP messages, receiving 169
XMPP messages, sending 169
Preparation of Internationalized Strings 23
presence stanza
about 24
children 25
client capabilities 27
Directed Presence 26
overloading 28
presence subscriptions 25, 26
presence subscriptions
about 25, 26
requests, responding 46
URL 69
URL 57, 67
Prosody, module
Bosh 16
dialback 15
disco 15
ping 16
Posix 16
register 16
roster 15
saslauth 15
time 16
tls 15
uptime 16
URL 209
version 16
about 13
component, configuring 152
configuring 14, 17, 139
installing 13, 14
libevent, enabling 217
modules, URL 15
setup, testing 18
test account, creating 19
updating, for MUC service 97, 98
URL 13, 14
URL, for clustering issue 216
URL, Mercurial 209
user, registration 217, 218, 219, 220
XMPP client, connecting 98, 99, 100
public XMPP server directory
URL 63
Publish-Subscribe (pubsub)
about 26, 124, 125
discovering 125, 126, 127
interacting with 125
items, publishing 138
items, retrieving 136
nodes, configuring 133, 134
nodes, creating 133, 134
subscribing 129, 130, 131, 133
URL 124
real-time website
client, building 142
creating 139
Prosody, configuring 139
server-side publish mechanism, building 140,
141, 142
response stanza
building 44, 45
Result Set Management (RSM) 136, 146
server modules 209, 210
[ 229 ]
server-to-server connections (S2S) 212, 213
service record (SRV) 35
records 210, 211, 212
session management
URL 55
Simple Authentication and Security Layer (SASL)
about 15, 36, 151
URL, for anonymous authentication 105
URL 142
URL 57
URL 57
stanza ID spoofing 34
URL 56
about 24
building 39, 40
chat stanza, reading with ltx 42, 43
incoming stanzas, receiving 41
receiving 154, 155
types 95
URL 214
static website
historical results, retrieving 146
lining up 143
node, subscribing to 145
real-time components, adding 144
real-time components, publishing 147, 148
real-time function, implementing 147
stream features
URL 36
URL 13
Transport Layer Security (TLS) 36
Universal Plug-n-Play (UPnP)
reference link 223, 224
XMPP 223
UPnPCloudAnnex (UCA) 224
Web Real-Time Communication (WebRTC)
about 11
XMPP 224
WebSocket protocol
about 55
reference link 55
building, in Node.js 65, 66, 68
connections, creating 68
XMPP bot
chatting with 70
XMPP client
anonymously, connecting 108, 109
authenticating, with server 37
building 107, 108
chat elements, adding 116
chat room HTML, displaying 118, 119, 120
chat room, availability listing 109, 111, 113, 114,
code, drawing 204, 205
component, checking in 201, 202, 203
connecting 98, 99, 100
developing 198
dimensions, receiving 201, 202, 203
executing 206
users, handling 118, 119, 120
XMPP-FTW server, starting 198, 199, 201
XMPP communications
URL 36
XMPP components
building 153
client, creating 156, 157
client, executing 158, 159
connecting, to server 153, 154
connection flow 150
creating 153, 154
developing, for XMPP Pong 180, 181
DISCO#info query, responding to 154, 155
executing 158, 159
[ 230 ]
game loop, setting up 183
responding, to chat message 155
stanzas, receiving 154, 155
URL 153
XMPP Extension Protocols (XEP)
about 10
URL 10, 221
about 53, 55, 56, 57
data form 89
exploring, with demo application 60, 61, 62
extension, creating to read message within
namespace 194, 195, 196
installing 57, 59, 64, 65, 69
references 61
server, starting 198, 199, 201
URL, for demo application 60
URL, for ping 194
using 163
XMPP IM Observatory
URL 215
XMPP server
echo bot, interacting with 72
executing 206
installing 13
login 71
open source servers 13
Prosody setup, testing 18
Prosody test account, creating 19
Prosody, configuring 14, 17
Prosody, installing 13, 14
reference link 208
scalability 215, 216, 217
securing 214, 215
setting up 106, 107, 142, 143
signing off 51
URL 13
URL, for ping 64
XMPP client, installing 19, 20
XMPP Standards Foundation (XSF) 221
reference link 221
URL 222
configuration, update with MUC 97
enhancement 148, 149
future 225
interacting with 53, 54
Internet of Things (IoT) 222, 223
Multi-user Chat (MUC) 222
Universal Plug-n-Play (UPnP) 224
URL, security manifesto 214
Web Real-Time Communication (WebRTC) 224
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