Show control for escape rooms with Clockwork Dog COGS via its client SDK
domain: github.com · 6 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Install the COGS JavaScript/TypeScript client (@clockworkdog/cogs-client) to build a plugin or Media Master that talks to a running COGS instance
Instantiate a CogsConnection with your plugin/media-master manifest, optionally passing a hostname and port if COGS isn't on the default local host
For local development, connect in simulator mode by appending ?simulator=true&t=media_master&name=YOUR_MEDIA_MASTER_NAME to the connection URL instead of running inside real COGS
Listen for the connection's 'open' and 'close' events to track whether your plugin is actively linked to the COGS session
Send and receive state/events through the connection according to the fields declared in your plugin manifest
For non-JS hardware (Arduino, Raspberry Pi, PLCs), integrate at the protocol level instead — COGS natively speaks DMX, OSC, MIDI and TCP/UDP on a Pro license, connecting over the local network without requiring internet access
Known gotchas
COGS plugin communication is a local WebSocket/TCP relay defined by the client SDK, not a conventional public REST API — treat 'API' here as an SDK-mediated local protocol, not hosted HTTP endpoints
COGS runs entirely on a local computer connected to room hardware over LAN; there is no cloud API to call remotely
The manifest you pass to CogsConnection defines what events/state your plugin can send and receive — the client library doesn't expose a generic message format independent of that manifest
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