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OpenPigeon

OpenPigeon

Integrate GamePigeon iMessage games into your app in a few lines of TypeScript.

Read the board as plain data. Send moves as a URL. Works over Linq & Photon — no AI, no SQLite, no Mac.

licensenpmnodetypescriptdependenciesgamesbyte-exactPRs


8-Ball rendering natively in iMessage
8-Ball — sent via API, rendered natively by GamePigeon
Cup Pong rendering natively in iMessage
Cup Pong — the recipient's own GamePigeon draws the board
Real device. Invites are sent through OpenPigeon and render natively — no attached image (Linq ships liveLayoutInfo).

Why

GamePigeon is a black box: games ride iMessage as encrypted imessage_app balloons. OpenPigeon reverse-engineers that wire format so your bot can understand a game and respond to it — turning an opaque balloon into a plain object and back:

import*asopfrom"openpigeon";constm=op.read(url);// decode any GamePigeon URLm.game;// "connect4"m.turn;// 2 (whose turn is next)m.state;// { grid: [...], move: {...}} ← the board, as dataconstreply=m.reply({botId: "MY-ID",state: m.state});// your move → a URLop.invite("sea_battle");// start a fresh game → { url, id }

No cipher, no percent-encoding, no MSMessage plumbing — the SDK handles all of it.

npm install openpigeon

Receive — from a webhook/stream, never SQLite

Linq (webhook)Photon (stream)
importexpressfrom"express";import*asopfrom"openpigeon";constlinq=newop.Linq({token: process.env.LINQ_TOKEN!,fromNumber: "+1...",});app.post("/webhook",async(req,res)=>{res.sendStatus(200);constinb=op.fromWebhook(req.body);if(!inb||inb.move.isInvite)return;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state});awaitlinq.send(url,{to: inb.replyTo!,chatId: inb.chatId??undefined,});});
import{customizedMiniApp}from"spectrum-ts/providers/imessage";import*asopfrom"openpigeon";forawait(const[space,message]ofapp.messages){constinb=op.fromPhotonMessage(message);if(!inb||inb.move.isInvite)continue;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state,https: true,// https carrier});awaitspace.send(customizedMiniApp(op.Photon.balloon(url)),);}

Full examples: examples/linq-express-bot.ts · examples/photon-bot.ts · examples/quickstart.ts

See the board

import{render}from"openpigeon/games/connect4";console.log(render(op.read(url).state));// . . O X X X O// . . X O . . .// . . . . . . .

Supported games

All 11 decode to a documented state and round-trip byte-exact against real captured messages.

gamegame= token(s)state inwhat you can read
🎱 pool (8-Ball)pool · pool2 · pool3replayshot (aim/power/spin) + every ball {x,y,rot,alpha,num,v…,pocketed}
🎯 dartsdartsreplaycountdown scores + throws {x,y,points,segment,mult,ring}
mini_golfgolfreplayper-hole stroke log {power,angle} (+ opponent's)
🔴 connect4connectreplay7×6 board grid + {col,row,player} + render()
🏹 archeryarcheryreplayround state + throws {player,x,y,z}
🏀 basketballbasketballreplay ×4shots {t,arc,spin,made} across rounds
🥤 cup_pongbeerreplaycups standing per side + throw records
🚢 sea_battleseaenvelope+replaysize, ships {pos,hits,rot}, shot grid, last shot
🔤 word_hunthuntenvelopeletter grid, per-player score + found words
🔀 anagramsanagramsenvelopeletter pool, per-player score + found words
🧩 wordbiteswordbitesenvelopetile pieces, per-player score + found words

Per-game state shapes → docs/GAMES.md · adding a game is one file → src/games/pool.ts.

Supported providers

providersendreceivenotes
Linq✅ balloon + textmessage.received webhookpure-TS end to end; native render (liveLayoutInfo)
Photon✅ via spectrum-ts✅ gRPC message streamone process, no bridge; moves ride an https carrier

🚫 What OpenPigeon does not do

  • No AI / no move selection. It reads and writes state; you decide moves. Not a game engine, runs no physics.
  • Doesn't play games for you.readreply is a codec, not an opponent.
  • No real-time "Play Now" online mode. That's a live PlayerIO socket, not an iMessage payload — only turn-based games ride the pipe.
  • No SQLite / chat.db scraping. By design — you receive from your provider's webhook/stream; no Mac required.
  • Decode-correct, not byte-identical to a captured message — a rebuilt URL always decrypts to identical bytes (what the recipient parses), but the app's outer escaping is content-dependent and not reproduced verbatim.
  • A few field semantics are inferred (flagged in each module): cup_pong trajectory samples kept as opaque tokens; darts bull (25/50) is a best guess; some state tuples are positional. The encodings are exact and reversible.
  • Photon sending happens in Node, through spectrum-ts (a gRPC SDK). OpenPigeon gives you the customizedMiniApp(...) args, not the socket.
  • You bring the account + host (a Linq/Photon account; a public webhook endpoint for Linq). Add Linq HMAC signature verification before exposing a webhook publicly.
  • Not affiliated with GamePigeon. Independent, interoperable reimplementation from static analysis; ships no GamePigeon code or assets.

How it works

Full reverse-engineered protocol — balloon identity, the length-seeded anagram cipher, the state envelope, the turn rule — in docs/PROTOCOL.md.

Adding a game

One file in src/games/. Copy pool.ts: export parse(replay, env) → state, build(state, env) → replay, and register({...}).

Develop

npm test# codecs (byte-exact vs real captures) + receive paths
node examples/quickstart.ts
npm run build # tsc → dist/

Node ≥ 22 (runs .ts directly via type-stripping; builds with tsc 5.7+).

License

MIT — © 2026 time-attack. See LICENSE.

You're free to use, modify, and redistribute OpenPigeon in your own projects, including commercially — but you must keep the copyright and license notice (i.e., credit the author). The MIT license requires the notice above to be included in all copies or substantial portions of the software.

"GamePigeon" is a trademark of its owner; this project is not affiliated with or endorsed by them.

About

Integrate GamePigeon iMessage games into your app. Read the board as data, send moves as a URL. 11 games, Linq + Photon, zero deps. No AI, no SQLite.

Topics

Resources

Stars

5 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

OpenPigeon

OpenPigeon

Integrate GamePigeon iMessage games into your app in a few lines of TypeScript.

Read the board as plain data. Send moves as a URL. Works over Linq & Photon — no AI, no SQLite, no Mac.

licensenpmnodetypescriptdependenciesgamesbyte-exactPRs


8-Ball rendering natively in iMessage
8-Ball — sent via API, rendered natively by GamePigeon
Cup Pong rendering natively in iMessage
Cup Pong — the recipient's own GamePigeon draws the board
Real device. Invites are sent through OpenPigeon and render natively — no attached image (Linq ships liveLayoutInfo).

Why

GamePigeon is a black box: games ride iMessage as encrypted imessage_app balloons. OpenPigeon reverse-engineers that wire format so your bot can understand a game and respond to it — turning an opaque balloon into a plain object and back:

import*asopfrom"openpigeon";constm=op.read(url);// decode any GamePigeon URLm.game;// "connect4"m.turn;// 2 (whose turn is next)m.state;// { grid: [...], move: {...}} ← the board, as dataconstreply=m.reply({botId: "MY-ID",state: m.state});// your move → a URLop.invite("sea_battle");// start a fresh game → { url, id }

No cipher, no percent-encoding, no MSMessage plumbing — the SDK handles all of it.

npm install openpigeon

Receive — from a webhook/stream, never SQLite

Linq (webhook)Photon (stream)
importexpressfrom"express";import*asopfrom"openpigeon";constlinq=newop.Linq({token: process.env.LINQ_TOKEN!,fromNumber: "+1...",});app.post("/webhook",async(req,res)=>{res.sendStatus(200);constinb=op.fromWebhook(req.body);if(!inb||inb.move.isInvite)return;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state});awaitlinq.send(url,{to: inb.replyTo!,chatId: inb.chatId??undefined,});});
import{customizedMiniApp}from"spectrum-ts/providers/imessage";import*asopfrom"openpigeon";forawait(const[space,message]ofapp.messages){constinb=op.fromPhotonMessage(message);if(!inb||inb.move.isInvite)continue;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state,https: true,// https carrier});awaitspace.send(customizedMiniApp(op.Photon.balloon(url)),);}

Full examples: examples/linq-express-bot.ts · examples/photon-bot.ts · examples/quickstart.ts

See the board

import{render}from"openpigeon/games/connect4";console.log(render(op.read(url).state));// . . O X X X O// . . X O . . .// . . . . . . .

Supported games

All 11 decode to a documented state and round-trip byte-exact against real captured messages.

gamegame= token(s)state inwhat you can read
🎱 pool (8-Ball)pool · pool2 · pool3replayshot (aim/power/spin) + every ball {x,y,rot,alpha,num,v…,pocketed}
🎯 dartsdartsreplaycountdown scores + throws {x,y,points,segment,mult,ring}
mini_golfgolfreplayper-hole stroke log {power,angle} (+ opponent's)
🔴 connect4connectreplay7×6 board grid + {col,row,player} + render()
🏹 archeryarcheryreplayround state + throws {player,x,y,z}
🏀 basketballbasketballreplay ×4shots {t,arc,spin,made} across rounds
🥤 cup_pongbeerreplaycups standing per side + throw records
🚢 sea_battleseaenvelope+replaysize, ships {pos,hits,rot}, shot grid, last shot
🔤 word_hunthuntenvelopeletter grid, per-player score + found words
🔀 anagramsanagramsenvelopeletter pool, per-player score + found words
🧩 wordbiteswordbitesenvelopetile pieces, per-player score + found words

Per-game state shapes → docs/GAMES.md · adding a game is one file → src/games/pool.ts.

Supported providers

providersendreceivenotes
Linq✅ balloon + textmessage.received webhookpure-TS end to end; native render (liveLayoutInfo)
Photon✅ via spectrum-ts✅ gRPC message streamone process, no bridge; moves ride an https carrier

🚫 What OpenPigeon does not do

  • No AI / no move selection. It reads and writes state; you decide moves. Not a game engine, runs no physics.
  • Doesn't play games for you.readreply is a codec, not an opponent.
  • No real-time "Play Now" online mode. That's a live PlayerIO socket, not an iMessage payload — only turn-based games ride the pipe.
  • No SQLite / chat.db scraping. By design — you receive from your provider's webhook/stream; no Mac required.
  • Decode-correct, not byte-identical to a captured message — a rebuilt URL always decrypts to identical bytes (what the recipient parses), but the app's outer escaping is content-dependent and not reproduced verbatim.
  • A few field semantics are inferred (flagged in each module): cup_pong trajectory samples kept as opaque tokens; darts bull (25/50) is a best guess; some state tuples are positional. The encodings are exact and reversible.
  • Photon sending happens in Node, through spectrum-ts (a gRPC SDK). OpenPigeon gives you the customizedMiniApp(...) args, not the socket.
  • You bring the account + host (a Linq/Photon account; a public webhook endpoint for Linq). Add Linq HMAC signature verification before exposing a webhook publicly.
  • Not affiliated with GamePigeon. Independent, interoperable reimplementation from static analysis; ships no GamePigeon code or assets.

How it works

Full reverse-engineered protocol — balloon identity, the length-seeded anagram cipher, the state envelope, the turn rule — in docs/PROTOCOL.md.

Adding a game

One file in src/games/. Copy pool.ts: export parse(replay, env) → state, build(state, env) → replay, and register({...}).

Develop

npm test# codecs (byte-exact vs real captures) + receive paths
node examples/quickstart.ts
npm run build # tsc → dist/

Node ≥ 22 (runs .ts directly via type-stripping; builds with tsc 5.7+).

License

MIT — © 2026 time-attack. See LICENSE.

You're free to use, modify, and redistribute OpenPigeon in your own projects, including commercially — but you must keep the copyright and license notice (i.e., credit the author). The MIT license requires the notice above to be included in all copies or substantial portions of the software.

"GamePigeon" is a trademark of its owner; this project is not affiliated with or endorsed by them.

About

Integrate GamePigeon iMessage games into your app. Read the board as data, send moves as a URL. 11 games, Linq + Photon, zero deps. No AI, no SQLite.

Topics

Resources

Stars

5 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

OpenPigeon

OpenPigeon

Integrate GamePigeon iMessage games into your app in a few lines of TypeScript.

Read the board as plain data. Send moves as a URL. Works over Linq & Photon — no AI, no SQLite, no Mac.

licensenpmnodetypescriptdependenciesgamesbyte-exactPRs


8-Ball rendering natively in iMessage
8-Ball — sent via API, rendered natively by GamePigeon
Cup Pong rendering natively in iMessage
Cup Pong — the recipient's own GamePigeon draws the board
Real device. Invites are sent through OpenPigeon and render natively — no attached image (Linq ships liveLayoutInfo).

Why

GamePigeon is a black box: games ride iMessage as encrypted imessage_app balloons. OpenPigeon reverse-engineers that wire format so your bot can understand a game and respond to it — turning an opaque balloon into a plain object and back:

import*asopfrom"openpigeon";constm=op.read(url);// decode any GamePigeon URLm.game;// "connect4"m.turn;// 2 (whose turn is next)m.state;// { grid: [...], move: {...}} ← the board, as dataconstreply=m.reply({botId: "MY-ID",state: m.state});// your move → a URLop.invite("sea_battle");// start a fresh game → { url, id }

No cipher, no percent-encoding, no MSMessage plumbing — the SDK handles all of it.

npm install openpigeon

Receive — from a webhook/stream, never SQLite

Linq (webhook)Photon (stream)
importexpressfrom"express";import*asopfrom"openpigeon";constlinq=newop.Linq({token: process.env.LINQ_TOKEN!,fromNumber: "+1...",});app.post("/webhook",async(req,res)=>{res.sendStatus(200);constinb=op.fromWebhook(req.body);if(!inb||inb.move.isInvite)return;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state});awaitlinq.send(url,{to: inb.replyTo!,chatId: inb.chatId??undefined,});});
import{customizedMiniApp}from"spectrum-ts/providers/imessage";import*asopfrom"openpigeon";forawait(const[space,message]ofapp.messages){constinb=op.fromPhotonMessage(message);if(!inb||inb.move.isInvite)continue;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state,https: true,// https carrier});awaitspace.send(customizedMiniApp(op.Photon.balloon(url)),);}

Full examples: examples/linq-express-bot.ts · examples/photon-bot.ts · examples/quickstart.ts

See the board

import{render}from"openpigeon/games/connect4";console.log(render(op.read(url).state));// . . O X X X O// . . X O . . .// . . . . . . .

Supported games

All 11 decode to a documented state and round-trip byte-exact against real captured messages.

gamegame= token(s)state inwhat you can read
🎱 pool (8-Ball)pool · pool2 · pool3replayshot (aim/power/spin) + every ball {x,y,rot,alpha,num,v…,pocketed}
🎯 dartsdartsreplaycountdown scores + throws {x,y,points,segment,mult,ring}
mini_golfgolfreplayper-hole stroke log {power,angle} (+ opponent's)
🔴 connect4connectreplay7×6 board grid + {col,row,player} + render()
🏹 archeryarcheryreplayround state + throws {player,x,y,z}
🏀 basketballbasketballreplay ×4shots {t,arc,spin,made} across rounds
🥤 cup_pongbeerreplaycups standing per side + throw records
🚢 sea_battleseaenvelope+replaysize, ships {pos,hits,rot}, shot grid, last shot
🔤 word_hunthuntenvelopeletter grid, per-player score + found words
🔀 anagramsanagramsenvelopeletter pool, per-player score + found words
🧩 wordbiteswordbitesenvelopetile pieces, per-player score + found words

Per-game state shapes → docs/GAMES.md · adding a game is one file → src/games/pool.ts.

Supported providers

providersendreceivenotes
Linq✅ balloon + textmessage.received webhookpure-TS end to end; native render (liveLayoutInfo)
Photon✅ via spectrum-ts✅ gRPC message streamone process, no bridge; moves ride an https carrier

🚫 What OpenPigeon does not do

  • No AI / no move selection. It reads and writes state; you decide moves. Not a game engine, runs no physics.
  • Doesn't play games for you.readreply is a codec, not an opponent.
  • No real-time "Play Now" online mode. That's a live PlayerIO socket, not an iMessage payload — only turn-based games ride the pipe.
  • No SQLite / chat.db scraping. By design — you receive from your provider's webhook/stream; no Mac required.
  • Decode-correct, not byte-identical to a captured message — a rebuilt URL always decrypts to identical bytes (what the recipient parses), but the app's outer escaping is content-dependent and not reproduced verbatim.
  • A few field semantics are inferred (flagged in each module): cup_pong trajectory samples kept as opaque tokens; darts bull (25/50) is a best guess; some state tuples are positional. The encodings are exact and reversible.
  • Photon sending happens in Node, through spectrum-ts (a gRPC SDK). OpenPigeon gives you the customizedMiniApp(...) args, not the socket.
  • You bring the account + host (a Linq/Photon account; a public webhook endpoint for Linq). Add Linq HMAC signature verification before exposing a webhook publicly.
  • Not affiliated with GamePigeon. Independent, interoperable reimplementation from static analysis; ships no GamePigeon code or assets.

How it works

Full reverse-engineered protocol — balloon identity, the length-seeded anagram cipher, the state envelope, the turn rule — in docs/PROTOCOL.md.

Adding a game

One file in src/games/. Copy pool.ts: export parse(replay, env) → state, build(state, env) → replay, and register({...}).

Develop

npm test# codecs (byte-exact vs real captures) + receive paths
node examples/quickstart.ts
npm run build # tsc → dist/

Node ≥ 22 (runs .ts directly via type-stripping; builds with tsc 5.7+).

License

MIT — © 2026 time-attack. See LICENSE.

You're free to use, modify, and redistribute OpenPigeon in your own projects, including commercially — but you must keep the copyright and license notice (i.e., credit the author). The MIT license requires the notice above to be included in all copies or substantial portions of the software.

"GamePigeon" is a trademark of its owner; this project is not affiliated with or endorsed by them.

About

Integrate GamePigeon iMessage games into your app. Read the board as data, send moves as a URL. 11 games, Linq + Photon, zero deps. No AI, no SQLite.

Topics

Resources

Stars

5 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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OpenPigeon

OpenPigeon

Integrate GamePigeon iMessage games into your app in a few lines of TypeScript.

Read the board as plain data. Send moves as a URL. Works over Linq & Photon — no AI, no SQLite, no Mac.

licensenpmnodetypescriptdependenciesgamesbyte-exactPRs


8-Ball rendering natively in iMessage
8-Ball — sent via API, rendered natively by GamePigeon
Cup Pong rendering natively in iMessage
Cup Pong — the recipient's own GamePigeon draws the board
Real device. Invites are sent through OpenPigeon and render natively — no attached image (Linq ships liveLayoutInfo).

Why

GamePigeon is a black box: games ride iMessage as encrypted imessage_app balloons. OpenPigeon reverse-engineers that wire format so your bot can understand a game and respond to it — turning an opaque balloon into a plain object and back:

import*asopfrom"openpigeon";constm=op.read(url);// decode any GamePigeon URLm.game;// "connect4"m.turn;// 2 (whose turn is next)m.state;// { grid: [...], move: {...}} ← the board, as dataconstreply=m.reply({botId: "MY-ID",state: m.state});// your move → a URLop.invite("sea_battle");// start a fresh game → { url, id }

No cipher, no percent-encoding, no MSMessage plumbing — the SDK handles all of it.

npm install openpigeon

Receive — from a webhook/stream, never SQLite

Linq (webhook)Photon (stream)
importexpressfrom"express";import*asopfrom"openpigeon";constlinq=newop.Linq({token: process.env.LINQ_TOKEN!,fromNumber: "+1...",});app.post("/webhook",async(req,res)=>{res.sendStatus(200);constinb=op.fromWebhook(req.body);if(!inb||inb.move.isInvite)return;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state});awaitlinq.send(url,{to: inb.replyTo!,chatId: inb.chatId??undefined,});});
import{customizedMiniApp}from"spectrum-ts/providers/imessage";import*asopfrom"openpigeon";forawait(const[space,message]ofapp.messages){constinb=op.fromPhotonMessage(message);if(!inb||inb.move.isInvite)continue;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state,https: true,// https carrier});awaitspace.send(customizedMiniApp(op.Photon.balloon(url)),);}

Full examples: examples/linq-express-bot.ts · examples/photon-bot.ts · examples/quickstart.ts

See the board

import{render}from"openpigeon/games/connect4";console.log(render(op.read(url).state));// . . O X X X O// . . X O . . .// . . . . . . .

Supported games

All 11 decode to a documented state and round-trip byte-exact against real captured messages.

gamegame= token(s)state inwhat you can read
🎱 pool (8-Ball)pool · pool2 · pool3replayshot (aim/power/spin) + every ball {x,y,rot,alpha,num,v…,pocketed}
🎯 dartsdartsreplaycountdown scores + throws {x,y,points,segment,mult,ring}
mini_golfgolfreplayper-hole stroke log {power,angle} (+ opponent's)
🔴 connect4connectreplay7×6 board grid + {col,row,player} + render()
🏹 archeryarcheryreplayround state + throws {player,x,y,z}
🏀 basketballbasketballreplay ×4shots {t,arc,spin,made} across rounds
🥤 cup_pongbeerreplaycups standing per side + throw records
🚢 sea_battleseaenvelope+replaysize, ships {pos,hits,rot}, shot grid, last shot
🔤 word_hunthuntenvelopeletter grid, per-player score + found words
🔀 anagramsanagramsenvelopeletter pool, per-player score + found words
🧩 wordbiteswordbitesenvelopetile pieces, per-player score + found words

Per-game state shapes → docs/GAMES.md · adding a game is one file → src/games/pool.ts.

Supported providers

providersendreceivenotes
Linq✅ balloon + textmessage.received webhookpure-TS end to end; native render (liveLayoutInfo)
Photon✅ via spectrum-ts✅ gRPC message streamone process, no bridge; moves ride an https carrier

🚫 What OpenPigeon does not do

  • No AI / no move selection. It reads and writes state; you decide moves. Not a game engine, runs no physics.
  • Doesn't play games for you.readreply is a codec, not an opponent.
  • No real-time "Play Now" online mode. That's a live PlayerIO socket, not an iMessage payload — only turn-based games ride the pipe.
  • No SQLite / chat.db scraping. By design — you receive from your provider's webhook/stream; no Mac required.
  • Decode-correct, not byte-identical to a captured message — a rebuilt URL always decrypts to identical bytes (what the recipient parses), but the app's outer escaping is content-dependent and not reproduced verbatim.
  • A few field semantics are inferred (flagged in each module): cup_pong trajectory samples kept as opaque tokens; darts bull (25/50) is a best guess; some state tuples are positional. The encodings are exact and reversible.
  • Photon sending happens in Node, through spectrum-ts (a gRPC SDK). OpenPigeon gives you the customizedMiniApp(...) args, not the socket.
  • You bring the account + host (a Linq/Photon account; a public webhook endpoint for Linq). Add Linq HMAC signature verification before exposing a webhook publicly.
  • Not affiliated with GamePigeon. Independent, interoperable reimplementation from static analysis; ships no GamePigeon code or assets.

How it works

Full reverse-engineered protocol — balloon identity, the length-seeded anagram cipher, the state envelope, the turn rule — in docs/PROTOCOL.md.

Adding a game

One file in src/games/. Copy pool.ts: export parse(replay, env) → state, build(state, env) → replay, and register({...}).

Develop

npm test# codecs (byte-exact vs real captures) + receive paths
node examples/quickstart.ts
npm run build # tsc → dist/

Node ≥ 22 (runs .ts directly via type-stripping; builds with tsc 5.7+).

License

MIT — © 2026 time-attack. See LICENSE.

You're free to use, modify, and redistribute OpenPigeon in your own projects, including commercially — but you must keep the copyright and license notice (i.e., credit the author). The MIT license requires the notice above to be included in all copies or substantial portions of the software.

"GamePigeon" is a trademark of its owner; this project is not affiliated with or endorsed by them.

About

Integrate GamePigeon iMessage games into your app. Read the board as data, send moves as a URL. 11 games, Linq + Photon, zero deps. No AI, no SQLite.

Topics

Resources

Stars

5 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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OpenPigeon

OpenPigeon

Integrate GamePigeon iMessage games into your app in a few lines of TypeScript.

Read the board as plain data. Send moves as a URL. Works over Linq & Photon — no AI, no SQLite, no Mac.

licensenpmnodetypescriptdependenciesgamesbyte-exactPRs


8-Ball rendering natively in iMessage
8-Ball — sent via API, rendered natively by GamePigeon
Cup Pong rendering natively in iMessage
Cup Pong — the recipient's own GamePigeon draws the board
Real device. Invites are sent through OpenPigeon and render natively — no attached image (Linq ships liveLayoutInfo).

Why

GamePigeon is a black box: games ride iMessage as encrypted imessage_app balloons. OpenPigeon reverse-engineers that wire format so your bot can understand a game and respond to it — turning an opaque balloon into a plain object and back:

import*asopfrom"openpigeon";constm=op.read(url);// decode any GamePigeon URLm.game;// "connect4"m.turn;// 2 (whose turn is next)m.state;// { grid: [...], move: {...}} ← the board, as dataconstreply=m.reply({botId: "MY-ID",state: m.state});// your move → a URLop.invite("sea_battle");// start a fresh game → { url, id }

No cipher, no percent-encoding, no MSMessage plumbing — the SDK handles all of it.

npm install openpigeon

Receive — from a webhook/stream, never SQLite

Linq (webhook)Photon (stream)
importexpressfrom"express";import*asopfrom"openpigeon";constlinq=newop.Linq({token: process.env.LINQ_TOKEN!,fromNumber: "+1...",});app.post("/webhook",async(req,res)=>{res.sendStatus(200);constinb=op.fromWebhook(req.body);if(!inb||inb.move.isInvite)return;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state});awaitlinq.send(url,{to: inb.replyTo!,chatId: inb.chatId??undefined,});});
import{customizedMiniApp}from"spectrum-ts/providers/imessage";import*asopfrom"openpigeon";forawait(const[space,message]ofapp.messages){constinb=op.fromPhotonMessage(message);if(!inb||inb.move.isInvite)continue;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state,https: true,// https carrier});awaitspace.send(customizedMiniApp(op.Photon.balloon(url)),);}

Full examples: examples/linq-express-bot.ts · examples/photon-bot.ts · examples/quickstart.ts

See the board

import{render}from"openpigeon/games/connect4";console.log(render(op.read(url).state));// . . O X X X O// . . X O . . .// . . . . . . .

Supported games

All 11 decode to a documented state and round-trip byte-exact against real captured messages.

gamegame= token(s)state inwhat you can read
🎱 pool (8-Ball)pool · pool2 · pool3replayshot (aim/power/spin) + every ball {x,y,rot,alpha,num,v…,pocketed}
🎯 dartsdartsreplaycountdown scores + throws {x,y,points,segment,mult,ring}
mini_golfgolfreplayper-hole stroke log {power,angle} (+ opponent's)
🔴 connect4connectreplay7×6 board grid + {col,row,player} + render()
🏹 archeryarcheryreplayround state + throws {player,x,y,z}
🏀 basketballbasketballreplay ×4shots {t,arc,spin,made} across rounds
🥤 cup_pongbeerreplaycups standing per side + throw records
🚢 sea_battleseaenvelope+replaysize, ships {pos,hits,rot}, shot grid, last shot
🔤 word_hunthuntenvelopeletter grid, per-player score + found words
🔀 anagramsanagramsenvelopeletter pool, per-player score + found words
🧩 wordbiteswordbitesenvelopetile pieces, per-player score + found words

Per-game state shapes → docs/GAMES.md · adding a game is one file → src/games/pool.ts.

Supported providers

providersendreceivenotes
Linq✅ balloon + textmessage.received webhookpure-TS end to end; native render (liveLayoutInfo)
Photon✅ via spectrum-ts✅ gRPC message streamone process, no bridge; moves ride an https carrier

🚫 What OpenPigeon does not do

  • No AI / no move selection. It reads and writes state; you decide moves. Not a game engine, runs no physics.
  • Doesn't play games for you.readreply is a codec, not an opponent.
  • No real-time "Play Now" online mode. That's a live PlayerIO socket, not an iMessage payload — only turn-based games ride the pipe.
  • No SQLite / chat.db scraping. By design — you receive from your provider's webhook/stream; no Mac required.
  • Decode-correct, not byte-identical to a captured message — a rebuilt URL always decrypts to identical bytes (what the recipient parses), but the app's outer escaping is content-dependent and not reproduced verbatim.
  • A few field semantics are inferred (flagged in each module): cup_pong trajectory samples kept as opaque tokens; darts bull (25/50) is a best guess; some state tuples are positional. The encodings are exact and reversible.
  • Photon sending happens in Node, through spectrum-ts (a gRPC SDK). OpenPigeon gives you the customizedMiniApp(...) args, not the socket.
  • You bring the account + host (a Linq/Photon account; a public webhook endpoint for Linq). Add Linq HMAC signature verification before exposing a webhook publicly.
  • Not affiliated with GamePigeon. Independent, interoperable reimplementation from static analysis; ships no GamePigeon code or assets.

How it works

Full reverse-engineered protocol — balloon identity, the length-seeded anagram cipher, the state envelope, the turn rule — in docs/PROTOCOL.md.

Adding a game

One file in src/games/. Copy pool.ts: export parse(replay, env) → state, build(state, env) → replay, and register({...}).

Develop

npm test# codecs (byte-exact vs real captures) + receive paths
node examples/quickstart.ts
npm run build # tsc → dist/

Node ≥ 22 (runs .ts directly via type-stripping; builds with tsc 5.7+).

License

MIT — © 2026 time-attack. See LICENSE.

You're free to use, modify, and redistribute OpenPigeon in your own projects, including commercially — but you must keep the copyright and license notice (i.e., credit the author). The MIT license requires the notice above to be included in all copies or substantial portions of the software.

"GamePigeon" is a trademark of its owner; this project is not affiliated with or endorsed by them.

About

Integrate GamePigeon iMessage games into your app. Read the board as data, send moves as a URL. 11 games, Linq + Photon, zero deps. No AI, no SQLite.

Topics

Resources

Stars

5 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

OpenPigeon

OpenPigeon

Integrate GamePigeon iMessage games into your app in a few lines of TypeScript.

Read the board as plain data. Send moves as a URL. Works over Linq & Photon — no AI, no SQLite, no Mac.

licensenpmnodetypescriptdependenciesgamesbyte-exactPRs


8-Ball rendering natively in iMessage
8-Ball — sent via API, rendered natively by GamePigeon
Cup Pong rendering natively in iMessage
Cup Pong — the recipient's own GamePigeon draws the board
Real device. Invites are sent through OpenPigeon and render natively — no attached image (Linq ships liveLayoutInfo).

Why

GamePigeon is a black box: games ride iMessage as encrypted imessage_app balloons. OpenPigeon reverse-engineers that wire format so your bot can understand a game and respond to it — turning an opaque balloon into a plain object and back:

import*asopfrom"openpigeon";constm=op.read(url);// decode any GamePigeon URLm.game;// "connect4"m.turn;// 2 (whose turn is next)m.state;// { grid: [...], move: {...}} ← the board, as dataconstreply=m.reply({botId: "MY-ID",state: m.state});// your move → a URLop.invite("sea_battle");// start a fresh game → { url, id }

No cipher, no percent-encoding, no MSMessage plumbing — the SDK handles all of it.

npm install openpigeon

Receive — from a webhook/stream, never SQLite

Linq (webhook)Photon (stream)
importexpressfrom"express";import*asopfrom"openpigeon";constlinq=newop.Linq({token: process.env.LINQ_TOKEN!,fromNumber: "+1...",});app.post("/webhook",async(req,res)=>{res.sendStatus(200);constinb=op.fromWebhook(req.body);if(!inb||inb.move.isInvite)return;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state});awaitlinq.send(url,{to: inb.replyTo!,chatId: inb.chatId??undefined,});});
import{customizedMiniApp}from"spectrum-ts/providers/imessage";import*asopfrom"openpigeon";forawait(const[space,message]ofapp.messages){constinb=op.fromPhotonMessage(message);if(!inb||inb.move.isInvite)continue;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state,https: true,// https carrier});awaitspace.send(customizedMiniApp(op.Photon.balloon(url)),);}

Full examples: examples/linq-express-bot.ts · examples/photon-bot.ts · examples/quickstart.ts

See the board

import{render}from"openpigeon/games/connect4";console.log(render(op.read(url).state));// . . O X X X O// . . X O . . .// . . . . . . .

Supported games

All 11 decode to a documented state and round-trip byte-exact against real captured messages.

gamegame= token(s)state inwhat you can read
🎱 pool (8-Ball)pool · pool2 · pool3replayshot (aim/power/spin) + every ball {x,y,rot,alpha,num,v…,pocketed}
🎯 dartsdartsreplaycountdown scores + throws {x,y,points,segment,mult,ring}
mini_golfgolfreplayper-hole stroke log {power,angle} (+ opponent's)
🔴 connect4connectreplay7×6 board grid + {col,row,player} + render()
🏹 archeryarcheryreplayround state + throws {player,x,y,z}
🏀 basketballbasketballreplay ×4shots {t,arc,spin,made} across rounds
🥤 cup_pongbeerreplaycups standing per side + throw records
🚢 sea_battleseaenvelope+replaysize, ships {pos,hits,rot}, shot grid, last shot
🔤 word_hunthuntenvelopeletter grid, per-player score + found words
🔀 anagramsanagramsenvelopeletter pool, per-player score + found words
🧩 wordbiteswordbitesenvelopetile pieces, per-player score + found words

Per-game state shapes → docs/GAMES.md · adding a game is one file → src/games/pool.ts.

Supported providers

providersendreceivenotes
Linq✅ balloon + textmessage.received webhookpure-TS end to end; native render (liveLayoutInfo)
Photon✅ via spectrum-ts✅ gRPC message streamone process, no bridge; moves ride an https carrier

🚫 What OpenPigeon does not do

  • No AI / no move selection. It reads and writes state; you decide moves. Not a game engine, runs no physics.
  • Doesn't play games for you.readreply is a codec, not an opponent.
  • No real-time "Play Now" online mode. That's a live PlayerIO socket, not an iMessage payload — only turn-based games ride the pipe.
  • No SQLite / chat.db scraping. By design — you receive from your provider's webhook/stream; no Mac required.
  • Decode-correct, not byte-identical to a captured message — a rebuilt URL always decrypts to identical bytes (what the recipient parses), but the app's outer escaping is content-dependent and not reproduced verbatim.
  • A few field semantics are inferred (flagged in each module): cup_pong trajectory samples kept as opaque tokens; darts bull (25/50) is a best guess; some state tuples are positional. The encodings are exact and reversible.
  • Photon sending happens in Node, through spectrum-ts (a gRPC SDK). OpenPigeon gives you the customizedMiniApp(...) args, not the socket.
  • You bring the account + host (a Linq/Photon account; a public webhook endpoint for Linq). Add Linq HMAC signature verification before exposing a webhook publicly.
  • Not affiliated with GamePigeon. Independent, interoperable reimplementation from static analysis; ships no GamePigeon code or assets.

How it works

Full reverse-engineered protocol — balloon identity, the length-seeded anagram cipher, the state envelope, the turn rule — in docs/PROTOCOL.md.

Adding a game

One file in src/games/. Copy pool.ts: export parse(replay, env) → state, build(state, env) → replay, and register({...}).

Develop

npm test# codecs (byte-exact vs real captures) + receive paths
node examples/quickstart.ts
npm run build # tsc → dist/

Node ≥ 22 (runs .ts directly via type-stripping; builds with tsc 5.7+).

License

MIT — © 2026 time-attack. See LICENSE.

You're free to use, modify, and redistribute OpenPigeon in your own projects, including commercially — but you must keep the copyright and license notice (i.e., credit the author). The MIT license requires the notice above to be included in all copies or substantial portions of the software.

"GamePigeon" is a trademark of its owner; this project is not affiliated with or endorsed by them.

About

Integrate GamePigeon iMessage games into your app. Read the board as data, send moves as a URL. 11 games, Linq + Photon, zero deps. No AI, no SQLite.

Topics

Resources

Stars

5 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

OpenPigeon

OpenPigeon

Integrate GamePigeon iMessage games into your app in a few lines of TypeScript.

Read the board as plain data. Send moves as a URL. Works over Linq & Photon — no AI, no SQLite, no Mac.

licensenpmnodetypescriptdependenciesgamesbyte-exactPRs


8-Ball rendering natively in iMessage
8-Ball — sent via API, rendered natively by GamePigeon
Cup Pong rendering natively in iMessage
Cup Pong — the recipient's own GamePigeon draws the board
Real device. Invites are sent through OpenPigeon and render natively — no attached image (Linq ships liveLayoutInfo).

Why

GamePigeon is a black box: games ride iMessage as encrypted imessage_app balloons. OpenPigeon reverse-engineers that wire format so your bot can understand a game and respond to it — turning an opaque balloon into a plain object and back:

import*asopfrom"openpigeon";constm=op.read(url);// decode any GamePigeon URLm.game;// "connect4"m.turn;// 2 (whose turn is next)m.state;// { grid: [...], move: {...}} ← the board, as dataconstreply=m.reply({botId: "MY-ID",state: m.state});// your move → a URLop.invite("sea_battle");// start a fresh game → { url, id }

No cipher, no percent-encoding, no MSMessage plumbing — the SDK handles all of it.

npm install openpigeon

Receive — from a webhook/stream, never SQLite

Linq (webhook)Photon (stream)
importexpressfrom"express";import*asopfrom"openpigeon";constlinq=newop.Linq({token: process.env.LINQ_TOKEN!,fromNumber: "+1...",});app.post("/webhook",async(req,res)=>{res.sendStatus(200);constinb=op.fromWebhook(req.body);if(!inb||inb.move.isInvite)return;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state});awaitlinq.send(url,{to: inb.replyTo!,chatId: inb.chatId??undefined,});});
import{customizedMiniApp}from"spectrum-ts/providers/imessage";import*asopfrom"openpigeon";forawait(const[space,message]ofapp.messages){constinb=op.fromPhotonMessage(message);if(!inb||inb.move.isInvite)continue;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state,https: true,// https carrier});awaitspace.send(customizedMiniApp(op.Photon.balloon(url)),);}

Full examples: examples/linq-express-bot.ts · examples/photon-bot.ts · examples/quickstart.ts

See the board

import{render}from"openpigeon/games/connect4";console.log(render(op.read(url).state));// . . O X X X O// . . X O . . .// . . . . . . .

Supported games

All 11 decode to a documented state and round-trip byte-exact against real captured messages.

gamegame= token(s)state inwhat you can read
🎱 pool (8-Ball)pool · pool2 · pool3replayshot (aim/power/spin) + every ball {x,y,rot,alpha,num,v…,pocketed}
🎯 dartsdartsreplaycountdown scores + throws {x,y,points,segment,mult,ring}
mini_golfgolfreplayper-hole stroke log {power,angle} (+ opponent's)
🔴 connect4connectreplay7×6 board grid + {col,row,player} + render()
🏹 archeryarcheryreplayround state + throws {player,x,y,z}
🏀 basketballbasketballreplay ×4shots {t,arc,spin,made} across rounds
🥤 cup_pongbeerreplaycups standing per side + throw records
🚢 sea_battleseaenvelope+replaysize, ships {pos,hits,rot}, shot grid, last shot
🔤 word_hunthuntenvelopeletter grid, per-player score + found words
🔀 anagramsanagramsenvelopeletter pool, per-player score + found words
🧩 wordbiteswordbitesenvelopetile pieces, per-player score + found words

Per-game state shapes → docs/GAMES.md · adding a game is one file → src/games/pool.ts.

Supported providers

providersendreceivenotes
Linq✅ balloon + textmessage.received webhookpure-TS end to end; native render (liveLayoutInfo)
Photon✅ via spectrum-ts✅ gRPC message streamone process, no bridge; moves ride an https carrier

🚫 What OpenPigeon does not do

  • No AI / no move selection. It reads and writes state; you decide moves. Not a game engine, runs no physics.
  • Doesn't play games for you.readreply is a codec, not an opponent.
  • No real-time "Play Now" online mode. That's a live PlayerIO socket, not an iMessage payload — only turn-based games ride the pipe.
  • No SQLite / chat.db scraping. By design — you receive from your provider's webhook/stream; no Mac required.
  • Decode-correct, not byte-identical to a captured message — a rebuilt URL always decrypts to identical bytes (what the recipient parses), but the app's outer escaping is content-dependent and not reproduced verbatim.
  • A few field semantics are inferred (flagged in each module): cup_pong trajectory samples kept as opaque tokens; darts bull (25/50) is a best guess; some state tuples are positional. The encodings are exact and reversible.
  • Photon sending happens in Node, through spectrum-ts (a gRPC SDK). OpenPigeon gives you the customizedMiniApp(...) args, not the socket.
  • You bring the account + host (a Linq/Photon account; a public webhook endpoint for Linq). Add Linq HMAC signature verification before exposing a webhook publicly.
  • Not affiliated with GamePigeon. Independent, interoperable reimplementation from static analysis; ships no GamePigeon code or assets.

How it works

Full reverse-engineered protocol — balloon identity, the length-seeded anagram cipher, the state envelope, the turn rule — in docs/PROTOCOL.md.

Adding a game

One file in src/games/. Copy pool.ts: export parse(replay, env) → state, build(state, env) → replay, and register({...}).

Develop

npm test# codecs (byte-exact vs real captures) + receive paths
node examples/quickstart.ts
npm run build # tsc → dist/

Node ≥ 22 (runs .ts directly via type-stripping; builds with tsc 5.7+).

License

MIT — © 2026 time-attack. See LICENSE.

You're free to use, modify, and redistribute OpenPigeon in your own projects, including commercially — but you must keep the copyright and license notice (i.e., credit the author). The MIT license requires the notice above to be included in all copies or substantial portions of the software.

"GamePigeon" is a trademark of its owner; this project is not affiliated with or endorsed by them.

About

Integrate GamePigeon iMessage games into your app. Read the board as data, send moves as a URL. 11 games, Linq + Photon, zero deps. No AI, no SQLite.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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OpenPigeon

OpenPigeon

Integrate GamePigeon iMessage games into your app in a few lines of TypeScript.

Read the board as plain data. Send moves as a URL. Works over Linq & Photon — no AI, no SQLite, no Mac.

licensenpmnodetypescriptdependenciesgamesbyte-exactPRs


8-Ball rendering natively in iMessage
8-Ball — sent via API, rendered natively by GamePigeon
Cup Pong rendering natively in iMessage
Cup Pong — the recipient's own GamePigeon draws the board
Real device. Invites are sent through OpenPigeon and render natively — no attached image (Linq ships liveLayoutInfo).

Why

GamePigeon is a black box: games ride iMessage as encrypted imessage_app balloons. OpenPigeon reverse-engineers that wire format so your bot can understand a game and respond to it — turning an opaque balloon into a plain object and back:

import*asopfrom"openpigeon";constm=op.read(url);// decode any GamePigeon URLm.game;// "connect4"m.turn;// 2 (whose turn is next)m.state;// { grid: [...], move: {...}} ← the board, as dataconstreply=m.reply({botId: "MY-ID",state: m.state});// your move → a URLop.invite("sea_battle");// start a fresh game → { url, id }

No cipher, no percent-encoding, no MSMessage plumbing — the SDK handles all of it.

npm install openpigeon

Receive — from a webhook/stream, never SQLite

Linq (webhook)Photon (stream)
importexpressfrom"express";import*asopfrom"openpigeon";constlinq=newop.Linq({token: process.env.LINQ_TOKEN!,fromNumber: "+1...",});app.post("/webhook",async(req,res)=>{res.sendStatus(200);constinb=op.fromWebhook(req.body);if(!inb||inb.move.isInvite)return;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state});awaitlinq.send(url,{to: inb.replyTo!,chatId: inb.chatId??undefined,});});
import{customizedMiniApp}from"spectrum-ts/providers/imessage";import*asopfrom"openpigeon";forawait(const[space,message]ofapp.messages){constinb=op.fromPhotonMessage(message);if(!inb||inb.move.isInvite)continue;constm=inb.move;// your move logic hereconsturl=m.reply({botId: BOT,state: m.state,https: true,// https carrier});awaitspace.send(customizedMiniApp(op.Photon.balloon(url)),);}

Full examples: examples/linq-express-bot.ts · examples/photon-bot.ts · examples/quickstart.ts

See the board

import{render}from"openpigeon/games/connect4";console.log(render(op.read(url).state));// . . O X X X O// . . X O . . .// . . . . . . .

Supported games

All 11 decode to a documented state and round-trip byte-exact against real captured messages.

gamegame= token(s)state inwhat you can read
🎱 pool (8-Ball)pool · pool2 · pool3replayshot (aim/power/spin) + every ball {x,y,rot,alpha,num,v…,pocketed}
🎯 dartsdartsreplaycountdown scores + throws {x,y,points,segment,mult,ring}
mini_golfgolfreplayper-hole stroke log {power,angle} (+ opponent's)
🔴 connect4connectreplay7×6 board grid + {col,row,player} + render()
🏹 archeryarcheryreplayround state + throws {player,x,y,z}
🏀 basketballbasketballreplay ×4shots {t,arc,spin,made} across rounds
🥤 cup_pongbeerreplaycups standing per side + throw records
🚢 sea_battleseaenvelope+replaysize, ships {pos,hits,rot}, shot grid, last shot
🔤 word_hunthuntenvelopeletter grid, per-player score + found words
🔀 anagramsanagramsenvelopeletter pool, per-player score + found words
🧩 wordbiteswordbitesenvelopetile pieces, per-player score + found words

Per-game state shapes → docs/GAMES.md · adding a game is one file → src/games/pool.ts.

Supported providers

providersendreceivenotes
Linq✅ balloon + textmessage.received webhookpure-TS end to end; native render (liveLayoutInfo)
Photon✅ via spectrum-ts✅ gRPC message streamone process, no bridge; moves ride an https carrier

🚫 What OpenPigeon does not do

  • No AI / no move selection. It reads and writes state; you decide moves. Not a game engine, runs no physics.
  • Doesn't play games for you.readreply is a codec, not an opponent.
  • No real-time "Play Now" online mode. That's a live PlayerIO socket, not an iMessage payload — only turn-based games ride the pipe.
  • No SQLite / chat.db scraping. By design — you receive from your provider's webhook/stream; no Mac required.
  • Decode-correct, not byte-identical to a captured message — a rebuilt URL always decrypts to identical bytes (what the recipient parses), but the app's outer escaping is content-dependent and not reproduced verbatim.
  • A few field semantics are inferred (flagged in each module): cup_pong trajectory samples kept as opaque tokens; darts bull (25/50) is a best guess; some state tuples are positional. The encodings are exact and reversible.
  • Photon sending happens in Node, through spectrum-ts (a gRPC SDK). OpenPigeon gives you the customizedMiniApp(...) args, not the socket.
  • You bring the account + host (a Linq/Photon account; a public webhook endpoint for Linq). Add Linq HMAC signature verification before exposing a webhook publicly.
  • Not affiliated with GamePigeon. Independent, interoperable reimplementation from static analysis; ships no GamePigeon code or assets.

How it works

Full reverse-engineered protocol — balloon identity, the length-seeded anagram cipher, the state envelope, the turn rule — in docs/PROTOCOL.md.

Adding a game

One file in src/games/. Copy pool.ts: export parse(replay, env) → state, build(state, env) → replay, and register({...}).

Develop

npm test# codecs (byte-exact vs real captures) + receive paths
node examples/quickstart.ts
npm run build # tsc → dist/

Node ≥ 22 (runs .ts directly via type-stripping; builds with tsc 5.7+).

License

MIT — © 2026 time-attack. See LICENSE.

You're free to use, modify, and redistribute OpenPigeon in your own projects, including commercially — but you must keep the copyright and license notice (i.e., credit the author). The MIT license requires the notice above to be included in all copies or substantial portions of the software.

"GamePigeon" is a trademark of its owner; this project is not affiliated with or endorsed by them.

About

Integrate GamePigeon iMessage games into your app. Read the board as data, send moves as a URL. 11 games, Linq + Photon, zero deps. No AI, no SQLite.

Topics

Resources

Stars

5 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages