open-index/open-npm huggingface dataset:
npm package: @pixso/plugin-typings
Description: Typings for the Pixso Plugin API
Author: Pixso
Latest version: 2.0.0

# Pixso 插件 API 类型声明文件
本项目为 Pixso 插件 API 的 TS 类型声明文件。

## 用法

1. 安装
    ```sh
    npm i --save-dev @pixso/plugin-typings
    # 或者使用yarn
    yarn add -D @pixso/plugin-typings
    ```

2. 配置 `tsconfig.json`
    ```js
    {
        "compilerOptions": {
            "typeRoots": [
                "./node_modules/@types",
                "./node_modules/@pixso"
            ]
        }
    }
    ```
npm package: @pixstream/ballancer
Description: https://github.com/MetahumanSDK/pixstream.js
Latest version: 1.1.1

# @pixstream/universal

https://github.com/MetahumanSDK/pixstream.js

Easy to use library for creating reallistic chat bots based on Epic Games® MetaHumans.

It is heavily based on the Epic Games® pixel streaming [source code](https://github.com/EpicGames/PixelStreamingInfrastructure). But it's ported to Typescript and splited to different logic parts.

## Naming

**Streamer** – Unreal Engine® based application that we want to stream.

**Companion** – NodeJs server that arrange connections to *streamer*.

**Ballancer** – server that equally distribute load between pairs: *streamer* and *companion*.

### Getting started

Sample project:
https://github.com/MetahumanSDK/metahuman-unreal-chat-streamer

install package
`npm i @pixstream/universal --save`

then use is

```ts
const config = getConfigFromArgvOrDefault(DefaultBallancerConfig);

const ballancer = new BallancerServer({
    port: config.ballancerServer.port
});

server.options('/api/companion', cors());
server.get('/api/companion', cors(), (req, res) => {
    const companionServer = ballancer.getAvailableCompanionServer();

    if (companionServer === undefined || companionServer === null) {
      res.json({ error: 'No companion servers available' });
      return;
    }

    const connectionStrings: ICompanionConnectionSettings = {
      websocketUrl: Connection.toWebsocketUrl(companionServer.connection),
      serverUrl: Connection.toHttpUrl(companionServer.connection)
    }

    res.json(connectionStrings);
  });

ballancer.start();
```
npm package: @pixstream/server
Description: Contains server logic shared between companion and ballancer.
Latest version: 1.1.1

# @pixstream/server

Contains server logic shared between companion and ballancer.

https://github.com/MetahumanSDK/pixstream.js

Easy to use library for creating reallistic chat bots based on Epic Games® MetaHumans.

It is heavily based on the Epic Games® pixel streaming [source code](https://github.com/EpicGames/PixelStreamingInfrastructure). But it's ported to Typescript and splited to different logic parts.

## Naming

**Streamer** – Unreal Engine® based application that we want to stream.

**Companion** – NodeJs server that arrange connections to *streamer*.

**Ballancer** – server that equally distribute load between pairs: *streamer* and *companion*.

### Getting started

Sample project:
https://github.com/MetahumanSDK/metahuman-unreal-chat-streamer

install package
`npm i @pixstream/server --save`
npm package: @pixstream/universal
Description: Contains logic and contracts shared between browser and server.
Latest version: 1.1.1

# @pixstream/universal

Contains logic and contracts shared between browser and server.

https://github.com/MetahumanSDK/pixstream.js

Easy to use library for creating reallistic chat bots based on Epic Games® MetaHumans.

It is heavily based on the Epic Games® pixel streaming [source code](https://github.com/EpicGames/PixelStreamingInfrastructure). But it's ported to Typescript and splited to different logic parts.

## Naming

**Streamer** – Unreal Engine® based application that we want to stream.

**Companion** – NodeJs server that arrange connections to *streamer*.

**Ballancer** – server that equally distribute load between pairs: *streamer* and *companion*.

### Getting started

Sample project:
https://github.com/MetahumanSDK/metahuman-unreal-chat-streamer

install package
`npm i @pixstream/universal --save`