@colyseus/core 0.15.55 → 0.15.57

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/build/Room.js CHANGED
@@ -339,9 +339,15 @@ class Room {
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  if (authData) {
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  client.auth = authData;
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  } else if (this.onAuth !== Room.prototype.onAuth) {
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- client.auth = await this.onAuth(client, joinOptions, req);
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- if (!client.auth) {
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- throw new import_ServerError.ServerError(import_Protocol.ErrorCode.AUTH_FAILED, "onAuth failed");
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+ try {
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+ client.auth = await this.onAuth(client, joinOptions, req);
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+ if (!client.auth) {
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+ throw new import_ServerError.ServerError(import_Protocol.ErrorCode.AUTH_FAILED, "onAuth failed");
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+ }
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+ } catch (e) {
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+ delete this.reservedSeats[sessionId];
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+ await this._decrementClientCount();
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+ throw e;
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  }
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  }
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  if (client.readyState !== import_ws.default.OPEN) {
package/build/Room.js.map CHANGED
@@ -1,7 +1,7 @@
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  {
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  "version": 3,
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  "sources": ["../src/Room.ts"],
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- "sourcesContent": ["import http, { IncomingMessage } from 'http';\nimport WebSocket from 'ws'; // TODO: move this to Transport\n\nimport { unpack } from 'msgpackr';\nimport { decode, Iterator, Schema } from '@colyseus/schema';\n\nimport Clock from '@gamestdio/timer';\nimport { EventEmitter } from 'events';\nimport { logger } from './Logger';\n\nimport { Presence } from './presence/Presence';\n\nimport { NoneSerializer } from './serializer/NoneSerializer';\nimport { SchemaSerializer } from './serializer/SchemaSerializer';\nimport { Serializer } from './serializer/Serializer';\n\nimport { ErrorCode, getMessageBytes, Protocol } from './Protocol';\nimport { Deferred, generateId, wrapTryCatch } from './utils/Utils';\nimport { isDevMode } from './utils/DevMode';\n\nimport { debugAndPrintError, debugMatchMaking, debugMessage } from './Debug';\nimport { ServerError } from './errors/ServerError';\nimport { RoomListingData } from './matchmaker/driver';\nimport { Client, ClientArray, ClientState, ISendOptions } from './Transport';\nimport { OnAuthException, OnCreateException, OnDisposeException, OnJoinException, OnLeaveException, OnMessageException, RoomException, SimulationIntervalException, TimedEventException } from './errors/RoomExceptions';\n\nconst DEFAULT_PATCH_RATE = 1000 / 20; // 20fps (50ms)\nconst DEFAULT_SIMULATION_INTERVAL = 1000 / 60; // 60fps (16.66ms)\nconst noneSerializer = new NoneSerializer();\n\nexport const DEFAULT_SEAT_RESERVATION_TIME = Number(process.env.COLYSEUS_SEAT_RESERVATION_TIME || 15);\n\nexport type SimulationCallback = (deltaTime: number) => void;\n\nexport interface IBroadcastOptions extends ISendOptions {\n except?: Client | Client[];\n}\n\nexport enum RoomInternalState {\n CREATING = 0,\n CREATED = 1,\n DISPOSING = 2,\n}\n\nexport type ExtractUserData<T> = T extends ClientArray<infer U> ? U : never;\nexport type ExtractAuthData<T> = T extends ClientArray<infer _, infer U> ? U : never;\n\n/**\n * A Room class is meant to implement a game session, and/or serve as the communication channel\n * between a group of clients.\n *\n * - Rooms are created on demand during matchmaking by default\n * - Room classes must be exposed using `.define()`\n */\nexport abstract class Room<State extends object= any, Metadata= any> {\n\n /**\n * This property will change on these situations:\n * - The maximum number of allowed clients has been reached (`maxClients`)\n * - You manually locked, or unlocked the room using lock() or `unlock()`.\n *\n * @readonly\n */\n public get locked() {\n return this._locked;\n }\n\n public get metadata() {\n return this.listing.metadata;\n }\n\n public listing: RoomListingData<Metadata>;\n\n /**\n * A ClockTimer instance, used for timing events.\n */\n public clock: Clock = new Clock();\n\n #_roomId: string;\n #_roomName: string;\n #_autoDispose: boolean = true;\n #_onLeaveConcurrent: number = 0; // number of onLeave calls in progress\n\n /**\n * Maximum number of clients allowed to connect into the room. When room reaches this limit,\n * it is locked automatically. Unless the room was explicitly locked by you via `lock()` method,\n * the room will be unlocked as soon as a client disconnects from it.\n */\n public maxClients: number = Infinity;\n /**\n * Frequency to send the room state to connected clients, in milliseconds.\n *\n * @default 50ms (20fps)\n */\n public patchRate: number = DEFAULT_PATCH_RATE;\n\n /**\n * The state instance you provided to `setState()`.\n */\n public state: State;\n /**\n * The presence instance. Check Presence API for more details.\n *\n * @see {@link https://docs.colyseus.io/colyseus/server/presence/|Presence API}\n */\n public presence: Presence;\n\n /**\n * The array of connected clients.\n *\n * @see {@link https://docs.colyseus.io/colyseus/server/room/#client|Client instance}\n */\n public clients: ClientArray = new ClientArray();\n\n /** @internal */\n public _events = new EventEmitter();\n\n // seat reservation & reconnection\n protected seatReservationTime: number = DEFAULT_SEAT_RESERVATION_TIME;\n protected reservedSeats: { [sessionId: string]: [any, any, boolean?, boolean?] } = {};\n protected reservedSeatTimeouts: { [sessionId: string]: NodeJS.Timer } = {};\n\n protected _reconnections: { [reconnectionToken: string]: [string, Deferred] } = {};\n private _reconnectingSessionId = new Map<string, string>();\n\n private onMessageHandlers: {[id: string]: (client: Client, message: any) => void} = {};\n\n private _serializer: Serializer<State> = noneSerializer;\n private _afterNextPatchQueue: Array<[string | Client, IArguments]> = [];\n\n private _simulationInterval: NodeJS.Timer;\n private _patchInterval: NodeJS.Timer;\n\n private _internalState: RoomInternalState = RoomInternalState.CREATING;\n private _locked: boolean = false;\n private _lockedExplicitly: boolean = false;\n private _maxClientsReached: boolean = false;\n\n // this timeout prevents rooms that are created by one process, but no client\n // ever had success joining into it on the specified interval.\n private _autoDisposeTimeout: NodeJS.Timer;\n\n // TODO: remove \"presence\" from constructor on 0.16.0\n constructor(presence?: Presence) {\n this.presence = presence;\n\n this._events.once('dispose', () => {\n this._dispose()\n .catch((e) => debugAndPrintError(`onDispose error: ${(e && e.stack || e.message || e || 'promise rejected')}`))\n .finally(() => this._events.emit('disconnect'));\n });\n\n /**\n * If `onUncaughtException` is defined, it will automatically catch exceptions\n */\n if (this.onUncaughtException !== undefined) {\n this.#registerUncaughtExceptionHandlers();\n }\n\n this.setPatchRate(this.patchRate);\n // set default _autoDisposeTimeout\n this.resetAutoDisposeTimeout(this.seatReservationTime);\n }\n\n /**\n * Automatically dispose the room when last client disconnects.\n *\n * @default true\n */\n public get autoDispose() { return this.#_autoDispose; }\n public set autoDispose(value: boolean) {\n if (\n value !== this.#_autoDispose &&\n this._internalState !== RoomInternalState.DISPOSING\n ) {\n this.#_autoDispose = value;\n this.resetAutoDisposeTimeout();\n }\n }\n\n /**\n * The name of the room you provided as first argument for `gameServer.define()`.\n *\n * @returns roomName string\n */\n public get roomName() { return this.#_roomName; }\n /**\n * Setting the name of the room. Overwriting this property is restricted.\n *\n * @param roomName\n */\n public set roomName(roomName: string) {\n if (this.#_roomName) {\n // prevent user from setting roomName after it has been defined.\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"'roomName' cannot be overwritten.\");\n }\n this.#_roomName = roomName;\n }\n\n /**\n * A unique, auto-generated, 9-character-long id of the room.\n * You may replace `this.roomId` during `onCreate()`.\n *\n * @returns roomId string\n */\n public get roomId() { return this.#_roomId; }\n /**\n * Setting the roomId, is restricted in room lifetime except upon room creation.\n *\n * @param roomId\n * @returns roomId string\n */\n public set roomId(roomId: string) {\n if (this._internalState !== RoomInternalState.CREATING && !isDevMode) {\n // prevent user from setting roomId after room has been created.\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"'roomId' can only be overridden upon room creation.\");\n }\n this.#_roomId = roomId;\n }\n\n // Optional abstract methods\n public onBeforePatch?(state: State): void | Promise<any>;\n public onCreate?(options: any): void | Promise<any>;\n public onJoin?(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n options?: any,\n auth?: ExtractAuthData<typeof this['clients']>,\n ): void | Promise<any>;\n public onLeave?(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n consented?: boolean,\n ): void | Promise<any>;\n public onDispose?(): void | Promise<any>;\n\n /**\n * Define a custom exception handler.\n * If defined, all lifecycle hooks will be wrapped by try/catch, and the exception will be forwarded to this method.\n *\n * These methods will be wrapped by try/catch:\n * - `onMessage`\n * - `onAuth` / `onJoin` / `onLeave` / `onCreate` / `onDispose`\n * - `clock.setTimeout` / `clock.setInterval`\n * - `setSimulationInterval`\n *\n * (Experimental: this feature is subject to change in the future - we're currently getting feedback to improve it)\n */\n public onUncaughtException?(error: RoomException<this>, methodName: 'onCreate' | 'onAuth' | 'onJoin' | 'onLeave' | 'onDispose' | 'onMessage' | 'setSimulationInterval' | 'setInterval' | 'setTimeout'): void;\n\n // TODO: flag as @deprecated on v0.16\n // TOOD: remove instance level `onAuth` on 1.0\n /**\n * onAuth at the instance level will be deprecated in the future.\n * Please use \"static onAuth(token, req) instead\n */\n public onAuth(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n options: any,\n request?: http.IncomingMessage\n ): any | Promise<any> {\n return true;\n }\n\n static async onAuth(token: string, req: IncomingMessage): Promise<unknown> {\n return true;\n }\n\n /**\n * This method is called during graceful shutdown of the server process\n * You may override this method to dispose the room in your own way.\n *\n * Once process reaches room count of 0, the room process will be terminated.\n */\n public onBeforeShutdown() {\n this.disconnect(\n (isDevMode)\n ? Protocol.WS_CLOSE_DEVMODE_RESTART\n : Protocol.WS_CLOSE_CONSENTED\n );\n }\n\n /**\n * devMode: When `devMode` is enabled, `onCacheRoom` method is called during\n * graceful shutdown.\n *\n * Implement this method to return custom data to be cached. `onRestoreRoom`\n * will be called with the data returned by `onCacheRoom`\n */\n public onCacheRoom?(): any;\n\n /**\n * devMode: When `devMode` is enabled, `onRestoreRoom` method is called during\n * process startup, with the data returned by the `onCacheRoom` method.\n */\n public onRestoreRoom?(cached?: any): void;\n\n /**\n * Returns whether the sum of connected clients and reserved seats exceeds maximum number of clients.\n *\n * @returns boolean\n */\n public hasReachedMaxClients(): boolean {\n return (\n (this.clients.length + Object.keys(this.reservedSeats).length) >= this.maxClients ||\n this._internalState === RoomInternalState.DISPOSING\n );\n }\n\n /**\n * Set the number of seconds a room can wait for a client to effectively join the room.\n * You should consider how long your `onAuth()` will have to wait for setting a different seat reservation time.\n * The default value is 15 seconds. You may set the `COLYSEUS_SEAT_RESERVATION_TIME`\n * environment variable if you'd like to change the seat reservation time globally.\n *\n * @default 15 seconds\n *\n * @param seconds - number of seconds.\n * @returns The modified Room object.\n */\n public setSeatReservationTime(seconds: number) {\n this.seatReservationTime = seconds;\n return this;\n }\n\n public hasReservedSeat(sessionId: string, reconnectionToken?: string): boolean {\n const reservedSeat = this.reservedSeats[sessionId];\n\n // seat reservation not found / expired\n if (reservedSeat === undefined) {\n return false;\n }\n\n if (reservedSeat[3]) {\n // reconnection\n return (\n reconnectionToken &&\n this._reconnections[reconnectionToken]?.[0] === sessionId &&\n this._reconnectingSessionId.has(sessionId)\n );\n\n } else {\n // seat reservation not consumed\n return reservedSeat[2] === false;\n }\n }\n\n public checkReconnectionToken(reconnectionToken: string) {\n const sessionId = this._reconnections[reconnectionToken]?.[0];\n const reservedSeat = this.reservedSeats[sessionId];\n\n if (reservedSeat && reservedSeat[3]) {\n this._reconnectingSessionId.set(sessionId, reconnectionToken);\n return sessionId;\n\n } else {\n return undefined;\n }\n }\n\n /**\n * (Optional) Set a simulation interval that can change the state of the game.\n * The simulation interval is your game loop.\n *\n * @default 16.6ms (60fps)\n *\n * @param onTickCallback - You can implement your physics or world updates here!\n * This is a good place to update the room state.\n * @param delay - Interval delay on executing `onTickCallback` in milliseconds.\n */\n public setSimulationInterval(onTickCallback?: SimulationCallback, delay: number = DEFAULT_SIMULATION_INTERVAL): void {\n // clear previous interval in case called setSimulationInterval more than once\n if (this._simulationInterval) { clearInterval(this._simulationInterval); }\n\n if (onTickCallback) {\n if (this.onUncaughtException !== undefined) {\n onTickCallback = wrapTryCatch(onTickCallback, this.onUncaughtException.bind(this), SimulationIntervalException, 'setSimulationInterval');\n }\n\n this._simulationInterval = setInterval(() => {\n this.clock.tick();\n onTickCallback(this.clock.deltaTime);\n }, delay);\n }\n }\n\n public setPatchRate(milliseconds: number | null): void {\n this.patchRate = milliseconds;\n\n // clear previous interval in case called setPatchRate more than once\n if (this._patchInterval) {\n clearInterval(this._patchInterval);\n this._patchInterval = undefined;\n }\n\n if (milliseconds !== null && milliseconds !== 0) {\n this._patchInterval = setInterval(() => this.broadcastPatch(), milliseconds);\n }\n }\n\n public setState(newState: State) {\n this.clock.start();\n\n if ('_definition' in newState) {\n this.setSerializer(new SchemaSerializer());\n }\n\n this._serializer.reset(newState);\n\n this.state = newState;\n }\n\n public setSerializer(serializer: Serializer<State>) {\n this._serializer = serializer;\n }\n\n public async setMetadata(meta: Partial<Metadata>) {\n if (!this.listing.metadata) {\n this.listing.metadata = meta as Metadata;\n\n } else {\n for (const field in meta) {\n if (!meta.hasOwnProperty(field)) { continue; }\n this.listing.metadata[field] = meta[field];\n }\n\n // `MongooseDriver` workaround: persit metadata mutations\n if ('markModified' in this.listing) {\n (this.listing as any).markModified('metadata');\n }\n }\n\n if (this._internalState === RoomInternalState.CREATED) {\n await this.listing.save();\n }\n }\n\n public async setPrivate(bool: boolean = true) {\n if (this.listing.private === bool) return;\n\n this.listing.private = bool;\n\n if (this._internalState === RoomInternalState.CREATED) {\n await this.listing.save();\n }\n\n this._events.emit('visibility-change', bool);\n }\n\n /**\n * Locking the room will remove it from the pool of available rooms for new clients to connect to.\n */\n public async lock() {\n // rooms locked internally aren't explicit locks.\n this._lockedExplicitly = (arguments[0] === undefined);\n\n // skip if already locked.\n if (this._locked) { return; }\n\n this._locked = true;\n\n await this.listing.updateOne({\n $set: { locked: this._locked },\n });\n\n this._events.emit('lock');\n }\n\n /**\n * Unlocking the room returns it to the pool of available rooms for new clients to connect to.\n */\n public async unlock() {\n // only internal usage passes arguments to this function.\n if (arguments[0] === undefined) {\n this._lockedExplicitly = false;\n }\n\n // skip if already locked\n if (!this._locked) { return; }\n\n this._locked = false;\n\n await this.listing.updateOne({\n $set: { locked: this._locked },\n });\n\n this._events.emit('unlock');\n }\n\n public send(client: Client, type: string | number, message: any, options?: ISendOptions): void;\n public send(client: Client, message: Schema, options?: ISendOptions): void;\n public send(client: Client, messageOrType: any, messageOrOptions?: any | ISendOptions, options?: ISendOptions): void {\n logger.warn('DEPRECATION WARNING: use client.send(...) instead of this.send(client, ...)');\n client.send(messageOrType, messageOrOptions, options);\n }\n\n public broadcast(type: string | number, message?: any, options?: IBroadcastOptions);\n public broadcast<T extends Schema>(message: T, options?: IBroadcastOptions);\n public broadcast(\n typeOrSchema: string | number | Schema,\n messageOrOptions?: any | IBroadcastOptions,\n options?: IBroadcastOptions,\n ) {\n const isSchema = (typeof(typeOrSchema) === 'object');\n const opts: IBroadcastOptions = ((isSchema) ? messageOrOptions : options);\n\n if (opts && opts.afterNextPatch) {\n delete opts.afterNextPatch;\n this._afterNextPatchQueue.push(['broadcast', arguments]);\n return;\n }\n\n if (isSchema) {\n this.broadcastMessageSchema(typeOrSchema as Schema, opts);\n\n } else {\n\n this.broadcastMessageType(typeOrSchema as string, messageOrOptions, opts);\n }\n }\n\n /**\n * Checks whether mutations have occurred in the state, and broadcast them to all connected clients.\n */\n public broadcastPatch() {\n if (this.onBeforePatch) {\n this.onBeforePatch(this.state);\n }\n\n if (!this._simulationInterval) {\n this.clock.tick();\n }\n\n if (!this.state) {\n return false;\n }\n\n const hasChanges = this._serializer.applyPatches(this.clients, this.state);\n\n // broadcast messages enqueued for \"after patch\"\n this._dequeueAfterPatchMessages();\n\n return hasChanges;\n }\n\n public onMessage<T = any>(\n messageType: '*',\n callback: (client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>, type: string | number, message: T) => void\n );\n public onMessage<T = any>(\n messageType: string | number,\n callback: (client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>, message: T) => void\n );\n public onMessage(messageType: '*' | string | number, callback: (...args: any[]) => void) {\n this.onMessageHandlers[messageType] = (this.onUncaughtException !== undefined)\n ? wrapTryCatch(callback, this.onUncaughtException.bind(this), OnMessageException, 'onMessage', false, messageType)\n : callback;\n\n // returns a method to unbind the callback\n return () => delete this.onMessageHandlers[messageType];\n }\n\n /**\n * Disconnect all connected clients, and then dispose the room.\n *\n * @param closeCode WebSocket close code (default = 4000, which is a \"consented leave\")\n * @returns Promise<void>\n */\n public disconnect(closeCode: number = Protocol.WS_CLOSE_CONSENTED): Promise<any> {\n // skip if already disposing\n if (this._internalState === RoomInternalState.DISPOSING) {\n return Promise.resolve(`disconnect() ignored: room (${this.roomId}) is already disposing.`);\n\n } else if (this._internalState === RoomInternalState.CREATING) {\n throw new Error(\"cannot disconnect during onCreate()\");\n }\n\n this._internalState = RoomInternalState.DISPOSING;\n this.listing.remove();\n\n this.#_autoDispose = true;\n\n const delayedDisconnection = new Promise<void>((resolve) =>\n this._events.once('disconnect', () => resolve()));\n\n // reject pending reconnections\n for (const [_, reconnection] of Object.values(this._reconnections)) {\n reconnection.reject(new Error(\"disconnecting\"));\n }\n\n let numClients = this.clients.length;\n if (numClients > 0) {\n // clients may have `async onLeave`, room will be disposed after they're fulfilled\n while (numClients--) {\n this._forciblyCloseClient(this.clients[numClients], closeCode);\n }\n\n } else {\n // no clients connected, dispose immediately.\n this._events.emit('dispose');\n }\n\n return delayedDisconnection;\n }\n\n public async ['_onJoin'](client: Client, req?: http.IncomingMessage) {\n const sessionId = client.sessionId;\n\n // generate unique private reconnection token\n client._reconnectionToken = generateId();\n\n if (this.reservedSeatTimeouts[sessionId]) {\n clearTimeout(this.reservedSeatTimeouts[sessionId]);\n delete this.reservedSeatTimeouts[sessionId];\n }\n\n // clear auto-dispose timeout.\n if (this._autoDisposeTimeout) {\n clearTimeout(this._autoDisposeTimeout);\n this._autoDisposeTimeout = undefined;\n }\n\n // get seat reservation options and clear it\n const [joinOptions, authData, isConsumed, isWaitingReconnection] = this.reservedSeats[sessionId];\n\n //\n // TODO: remove this check on 1.0.0\n // - the seat reservation is used to keep track of number of clients and their pending seats (see `hasReachedMaxClients`)\n // - when we fully migrate to static onAuth(), the seat reservation can be removed immediately here\n // - if async onAuth() is in use, the seat reservation is removed after onAuth() is fulfilled.\n // - mark reservation as \"consumed\"\n //\n if (isConsumed) {\n throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, \"already consumed\");\n }\n this.reservedSeats[sessionId][2] = true; // flag seat reservation as \"consumed\"\n debugMatchMaking('consuming seat reservation, sessionId: \\'%s\\'', client.sessionId);\n\n // share \"after next patch queue\" reference with every client.\n client._afterNextPatchQueue = this._afterNextPatchQueue;\n\n // add temporary callback to keep track of disconnections during `onJoin`.\n client.ref['onleave'] = (_) => client.state = ClientState.LEAVING;\n client.ref.once('close', client.ref['onleave']);\n\n if (isWaitingReconnection) {\n const previousReconnectionToken = this._reconnectingSessionId.get(sessionId);\n if (previousReconnectionToken) {\n this.clients.push(client);\n //\n // await for reconnection:\n // (end user may customize the reconnection token at this step)\n //\n await this._reconnections[previousReconnectionToken]?.[1].resolve(client);\n\n } else {\n const errorMessage = (process.env.NODE_ENV === 'production')\n ? \"already consumed\" // trick possible fraudsters...\n : \"bad reconnection token\" // ...or developers\n throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, errorMessage);\n }\n\n } else {\n try {\n if (authData) {\n client.auth = authData;\n\n } else if (this.onAuth !== Room.prototype.onAuth) {\n client.auth = await this.onAuth(client, joinOptions, req);\n\n if (!client.auth) {\n throw new ServerError(ErrorCode.AUTH_FAILED, 'onAuth failed');\n }\n }\n\n //\n // On async onAuth, client may have been disconnected.\n //\n if (client.readyState !== WebSocket.OPEN) {\n throw new ServerError(Protocol.WS_CLOSE_GOING_AWAY, 'already disconnected');\n }\n\n this.clients.push(client);\n\n //\n // Flag sessionId as non-enumarable so hasReachedMaxClients() doesn't count it\n // (https://github.com/colyseus/colyseus/issues/726)\n //\n Object.defineProperty(this.reservedSeats, sessionId, {\n value: this.reservedSeats[sessionId],\n enumerable: false,\n });\n\n if (this.onJoin) {\n await this.onJoin(client, joinOptions, client.auth);\n }\n\n // client left during `onJoin`, call _onLeave immediately.\n if (client.state === ClientState.LEAVING) {\n throw new Error(\"early_leave\");\n\n } else {\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // emit 'join' to room handler\n this._events.emit('join', client);\n }\n\n } catch (e) {\n await this._onLeave(client, Protocol.WS_CLOSE_GOING_AWAY);\n\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // make sure an error code is provided.\n if (!e.code) {\n e.code = ErrorCode.APPLICATION_ERROR;\n }\n\n throw e;\n }\n }\n\n // state might already be ClientState.LEAVING here\n if (client.state === ClientState.JOINING) {\n client.ref.removeListener('close', client.ref['onleave']);\n\n // only bind _onLeave after onJoin has been successful\n client.ref['onleave'] = this._onLeave.bind(this, client);\n client.ref.once('close', client.ref['onleave']);\n\n // allow client to send messages after onJoin has succeeded.\n client.ref.on('message', this._onMessage.bind(this, client));\n\n // confirm room id that matches the room name requested to join\n client.raw(getMessageBytes[Protocol.JOIN_ROOM](\n client._reconnectionToken,\n this._serializer.id,\n this._serializer.handshake && this._serializer.handshake(),\n ));\n }\n }\n\n /**\n * Allow the specified client to reconnect into the room. Must be used inside `onLeave()` method.\n * If seconds is provided, the reconnection is going to be cancelled after the provided amount of seconds.\n *\n * @param previousClient - The client which is to be waiting until re-connection happens.\n * @param seconds - Timeout period on re-connection in seconds.\n *\n * @returns Deferred<Client> - The differed is a promise like type.\n * This type can forcibly reject the promise by calling `.reject()`.\n */\n public allowReconnection(previousClient: Client, seconds: number | \"manual\"): Deferred<Client> {\n //\n // Return rejected promise if client has never fully JOINED.\n //\n // (having `_enqueuedMessages !== undefined` means that the client has never been at \"ClientState.JOINED\" state)\n //\n if (previousClient._enqueuedMessages !== undefined) {\n // @ts-ignore\n return Promise.reject(new Error(\"not joined\"));\n }\n\n if (seconds === undefined) { // TODO: remove this check\n console.warn(\"DEPRECATED: allowReconnection() requires a second argument. 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Array.isArray(options.except)\n ? options.except\n : [options.except]\n : undefined;\n\n let numClients = this.clients.length;\n while (numClients--) {\n const client = this.clients[numClients];\n\n if (!except || !except.includes(client)) {\n client.enqueueRaw(encodedMessage);\n }\n }\n }\n\n private broadcastMessageType(type: string, message?: any, options: IBroadcastOptions = {}) {\n debugMessage(\"broadcast: %O\", message);\n const encodedMessage = getMessageBytes.raw(Protocol.ROOM_DATA, type, message);\n const except = (typeof (options.except) !== \"undefined\")\n ? 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string,\n joinOptions: any = true,\n authData: any = undefined,\n seconds: number = this.seatReservationTime,\n allowReconnection: boolean = false,\n devModeReconnection?: boolean,\n ) {\n if (!allowReconnection && this.hasReachedMaxClients()) {\n return false;\n }\n\n this.reservedSeats[sessionId] = [joinOptions, authData, false, allowReconnection];\n\n if (!allowReconnection) {\n await this._incrementClientCount();\n\n this.reservedSeatTimeouts[sessionId] = setTimeout(async () => {\n delete this.reservedSeats[sessionId];\n delete this.reservedSeatTimeouts[sessionId];\n await this._decrementClientCount();\n }, seconds * 1000);\n\n this.resetAutoDisposeTimeout(seconds);\n }\n\n //\n // isDevMode workaround to allow players to reconnect on devMode\n //\n if (devModeReconnection) {\n this._reconnectingSessionId.set(sessionId, sessionId);\n }\n\n return true;\n }\n\n private _disposeIfEmpty() {\n const willDispose = (\n this.#_onLeaveConcurrent === 0 && // no \"onLeave\" calls in progress\n this.#_autoDispose &&\n this._autoDisposeTimeout === undefined &&\n this.clients.length === 0 &&\n Object.keys(this.reservedSeats).length === 0\n );\n\n if (willDispose) {\n this._events.emit('dispose');\n }\n\n return willDispose;\n }\n\n private async _dispose(): Promise<any> {\n this._internalState = RoomInternalState.DISPOSING;\n\n this.listing.remove();\n\n let userReturnData;\n if (this.onDispose) {\n userReturnData = this.onDispose();\n }\n\n if (this._patchInterval) {\n clearInterval(this._patchInterval);\n this._patchInterval = undefined;\n }\n\n if (this._simulationInterval) {\n clearInterval(this._simulationInterval);\n this._simulationInterval = undefined;\n }\n\n if (this._autoDisposeTimeout) {\n clearInterval(this._autoDisposeTimeout);\n this._autoDisposeTimeout = undefined;\n }\n\n // clear all timeouts/intervals + force to stop ticking\n this.clock.clear();\n this.clock.stop();\n\n return await (userReturnData || Promise.resolve());\n }\n\n private _onMessage(client: Client, bytes: number[]) {\n // skip if client is on LEAVING state.\n if (client.state === ClientState.LEAVING) { return; }\n\n const it: Iterator = { offset: 0 };\n const code = decode.uint8(bytes, it);\n\n if (!bytes) {\n debugAndPrintError(`${this.roomName} (${this.roomId}), couldn't decode message: ${bytes}`);\n return;\n }\n\n if (code === Protocol.ROOM_DATA) {\n const messageType = (decode.stringCheck(bytes, it))\n ? decode.string(bytes, it)\n : decode.number(bytes, it);\n\n let message;\n try {\n message = (bytes.length > it.offset)\n ? unpack(new Uint8Array(bytes.slice(it.offset, bytes.length)))\n : undefined;\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n } catch (e) {\n debugAndPrintError(e);\n client.leave(Protocol.WS_CLOSE_WITH_ERROR);\n return;\n }\n\n if (this.onMessageHandlers[messageType]) {\n this.onMessageHandlers[messageType](client, message);\n\n } else if (this.onMessageHandlers['*']) {\n (this.onMessageHandlers['*'] as any)(client, messageType, message);\n\n } else {\n const errorMessage = `onMessage for \"${messageType}\" not registered.`;\n debugAndPrintError(errorMessage);\n\n if (isDevMode) {\n // send error code to client in development mode\n client.error(ErrorCode.INVALID_PAYLOAD, errorMessage);\n\n } else {\n // immediately close the connection in production\n client.leave(Protocol.WS_CLOSE_WITH_ERROR, errorMessage);\n }\n }\n\n } else if (code === Protocol.ROOM_DATA_BYTES) {\n const messageType = (decode.stringCheck(bytes, it))\n ? decode.string(bytes, it)\n : decode.number(bytes, it);\n\n const message = bytes.slice(it.offset, bytes.length);\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n\n if (this.onMessageHandlers[messageType]) {\n this.onMessageHandlers[messageType](client, message);\n\n } else if (this.onMessageHandlers['*']) {\n (this.onMessageHandlers['*'] as any)(client, messageType, message);\n\n } else {\n const errorMessage = `onMessage for \"${messageType}\" 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+ "sourcesContent": ["import http, { IncomingMessage } from 'http';\nimport WebSocket from 'ws'; // TODO: move this to Transport\n\nimport { unpack } from 'msgpackr';\nimport { decode, Iterator, Schema } from '@colyseus/schema';\n\nimport Clock from '@gamestdio/timer';\nimport { EventEmitter } from 'events';\nimport { logger } from './Logger';\n\nimport { Presence } from './presence/Presence';\n\nimport { NoneSerializer } from './serializer/NoneSerializer';\nimport { SchemaSerializer } from './serializer/SchemaSerializer';\nimport { Serializer } from './serializer/Serializer';\n\nimport { ErrorCode, getMessageBytes, Protocol } from './Protocol';\nimport { Deferred, generateId, wrapTryCatch } from './utils/Utils';\nimport { isDevMode } from './utils/DevMode';\n\nimport { debugAndPrintError, debugMatchMaking, debugMessage } from './Debug';\nimport { ServerError } from './errors/ServerError';\nimport { RoomListingData } from './matchmaker/driver';\nimport { Client, ClientArray, ClientState, ISendOptions } from './Transport';\nimport { OnAuthException, OnCreateException, OnDisposeException, OnJoinException, OnLeaveException, OnMessageException, RoomException, SimulationIntervalException, TimedEventException } from './errors/RoomExceptions';\n\nconst DEFAULT_PATCH_RATE = 1000 / 20; // 20fps (50ms)\nconst DEFAULT_SIMULATION_INTERVAL = 1000 / 60; // 60fps (16.66ms)\nconst noneSerializer = new NoneSerializer();\n\nexport const DEFAULT_SEAT_RESERVATION_TIME = Number(process.env.COLYSEUS_SEAT_RESERVATION_TIME || 15);\n\nexport type SimulationCallback = (deltaTime: number) => void;\n\nexport interface IBroadcastOptions extends ISendOptions {\n except?: Client | Client[];\n}\n\nexport enum RoomInternalState {\n CREATING = 0,\n CREATED = 1,\n DISPOSING = 2,\n}\n\nexport type ExtractUserData<T> = T extends ClientArray<infer U> ? U : never;\nexport type ExtractAuthData<T> = T extends ClientArray<infer _, infer U> ? U : never;\n\n/**\n * A Room class is meant to implement a game session, and/or serve as the communication channel\n * between a group of clients.\n *\n * - Rooms are created on demand during matchmaking by default\n * - Room classes must be exposed using `.define()`\n */\nexport abstract class Room<State extends object= any, Metadata= any> {\n\n /**\n * This property will change on these situations:\n * - The maximum number of allowed clients has been reached (`maxClients`)\n * - You manually locked, or unlocked the room using lock() or `unlock()`.\n *\n * @readonly\n */\n public get locked() {\n return this._locked;\n }\n\n public get metadata() {\n return this.listing.metadata;\n }\n\n public listing: RoomListingData<Metadata>;\n\n /**\n * A ClockTimer instance, used for timing events.\n */\n public clock: Clock = new Clock();\n\n #_roomId: string;\n #_roomName: string;\n #_autoDispose: boolean = true;\n #_onLeaveConcurrent: number = 0; // number of onLeave calls in progress\n\n /**\n * Maximum number of clients allowed to connect into the room. When room reaches this limit,\n * it is locked automatically. Unless the room was explicitly locked by you via `lock()` method,\n * the room will be unlocked as soon as a client disconnects from it.\n */\n public maxClients: number = Infinity;\n /**\n * Frequency to send the room state to connected clients, in milliseconds.\n *\n * @default 50ms (20fps)\n */\n public patchRate: number = DEFAULT_PATCH_RATE;\n\n /**\n * The state instance you provided to `setState()`.\n */\n public state: State;\n /**\n * The presence instance. Check Presence API for more details.\n *\n * @see {@link https://docs.colyseus.io/colyseus/server/presence/|Presence API}\n */\n public presence: Presence;\n\n /**\n * The array of connected clients.\n *\n * @see {@link https://docs.colyseus.io/colyseus/server/room/#client|Client instance}\n */\n public clients: ClientArray = new ClientArray();\n\n /** @internal */\n public _events = new EventEmitter();\n\n // seat reservation & reconnection\n protected seatReservationTime: number = DEFAULT_SEAT_RESERVATION_TIME;\n protected reservedSeats: { [sessionId: string]: [any, any, boolean?, boolean?] } = {};\n protected reservedSeatTimeouts: { [sessionId: string]: NodeJS.Timer } = {};\n\n protected _reconnections: { [reconnectionToken: string]: [string, Deferred] } = {};\n private _reconnectingSessionId = new Map<string, string>();\n\n private onMessageHandlers: {[id: string]: (client: Client, message: any) => void} = {};\n\n private _serializer: Serializer<State> = noneSerializer;\n private _afterNextPatchQueue: Array<[string | Client, IArguments]> = [];\n\n private _simulationInterval: NodeJS.Timer;\n private _patchInterval: NodeJS.Timer;\n\n private _internalState: RoomInternalState = RoomInternalState.CREATING;\n private _locked: boolean = false;\n private _lockedExplicitly: boolean = false;\n private _maxClientsReached: boolean = false;\n\n // this timeout prevents rooms that are created by one process, but no client\n // ever had success joining into it on the specified interval.\n private _autoDisposeTimeout: NodeJS.Timer;\n\n // TODO: remove \"presence\" from constructor on 0.16.0\n constructor(presence?: Presence) {\n this.presence = presence;\n\n this._events.once('dispose', () => {\n this._dispose()\n .catch((e) => debugAndPrintError(`onDispose error: ${(e && e.stack || e.message || e || 'promise rejected')}`))\n .finally(() => this._events.emit('disconnect'));\n });\n\n /**\n * If `onUncaughtException` is defined, it will automatically catch exceptions\n */\n if (this.onUncaughtException !== undefined) {\n this.#registerUncaughtExceptionHandlers();\n }\n\n this.setPatchRate(this.patchRate);\n // set default _autoDisposeTimeout\n this.resetAutoDisposeTimeout(this.seatReservationTime);\n }\n\n /**\n * Automatically dispose the room when last client disconnects.\n *\n * @default true\n */\n public get autoDispose() { return this.#_autoDispose; }\n public set autoDispose(value: boolean) {\n if (\n value !== this.#_autoDispose &&\n this._internalState !== RoomInternalState.DISPOSING\n ) {\n this.#_autoDispose = value;\n this.resetAutoDisposeTimeout();\n }\n }\n\n /**\n * The name of the room you provided as first argument for `gameServer.define()`.\n *\n * @returns roomName string\n */\n public get roomName() { return this.#_roomName; }\n /**\n * Setting the name of the room. Overwriting this property is restricted.\n *\n * @param roomName\n */\n public set roomName(roomName: string) {\n if (this.#_roomName) {\n // prevent user from setting roomName after it has been defined.\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"'roomName' cannot be overwritten.\");\n }\n this.#_roomName = roomName;\n }\n\n /**\n * A unique, auto-generated, 9-character-long id of the room.\n * You may replace `this.roomId` during `onCreate()`.\n *\n * @returns roomId string\n */\n public get roomId() { return this.#_roomId; }\n /**\n * Setting the roomId, is restricted in room lifetime except upon room creation.\n *\n * @param roomId\n * @returns roomId string\n */\n public set roomId(roomId: string) {\n if (this._internalState !== RoomInternalState.CREATING && !isDevMode) {\n // prevent user from setting roomId after room has been created.\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"'roomId' can only be overridden upon room creation.\");\n }\n this.#_roomId = roomId;\n }\n\n // Optional abstract methods\n public onBeforePatch?(state: State): void | Promise<any>;\n public onCreate?(options: any): void | Promise<any>;\n public onJoin?(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n options?: any,\n auth?: ExtractAuthData<typeof this['clients']>,\n ): void | Promise<any>;\n public onLeave?(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n consented?: boolean,\n ): void | Promise<any>;\n public onDispose?(): void | Promise<any>;\n\n /**\n * Define a custom exception handler.\n * If defined, all lifecycle hooks will be wrapped by try/catch, and the exception will be forwarded to this method.\n *\n * These methods will be wrapped by try/catch:\n * - `onMessage`\n * - `onAuth` / `onJoin` / `onLeave` / `onCreate` / `onDispose`\n * - `clock.setTimeout` / `clock.setInterval`\n * - `setSimulationInterval`\n *\n * (Experimental: this feature is subject to change in the future - we're currently getting feedback to improve it)\n */\n public onUncaughtException?(error: RoomException<this>, methodName: 'onCreate' | 'onAuth' | 'onJoin' | 'onLeave' | 'onDispose' | 'onMessage' | 'setSimulationInterval' | 'setInterval' | 'setTimeout'): void;\n\n // TODO: flag as @deprecated on v0.16\n // TOOD: remove instance level `onAuth` on 1.0\n /**\n * onAuth at the instance level will be deprecated in the future.\n * Please use \"static onAuth(token, req) instead\n */\n public onAuth(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n options: any,\n request?: http.IncomingMessage\n ): any | Promise<any> {\n return true;\n }\n\n static async onAuth(token: string, req: IncomingMessage): Promise<unknown> {\n return true;\n }\n\n /**\n * This method is called during graceful shutdown of the server process\n * You may override this method to dispose the room in your own way.\n *\n * Once process reaches room count of 0, the room process will be terminated.\n */\n public onBeforeShutdown() {\n this.disconnect(\n (isDevMode)\n ? Protocol.WS_CLOSE_DEVMODE_RESTART\n : Protocol.WS_CLOSE_CONSENTED\n );\n }\n\n /**\n * devMode: When `devMode` is enabled, `onCacheRoom` method is called during\n * graceful shutdown.\n *\n * Implement this method to return custom data to be cached. `onRestoreRoom`\n * will be called with the data returned by `onCacheRoom`\n */\n public onCacheRoom?(): any;\n\n /**\n * devMode: When `devMode` is enabled, `onRestoreRoom` method is called during\n * process startup, with the data returned by the `onCacheRoom` method.\n */\n public onRestoreRoom?(cached?: any): void;\n\n /**\n * Returns whether the sum of connected clients and reserved seats exceeds maximum number of clients.\n *\n * @returns boolean\n */\n public hasReachedMaxClients(): boolean {\n return (\n (this.clients.length + Object.keys(this.reservedSeats).length) >= this.maxClients ||\n this._internalState === RoomInternalState.DISPOSING\n );\n }\n\n /**\n * Set the number of seconds a room can wait for a client to effectively join the room.\n * You should consider how long your `onAuth()` will have to wait for setting a different seat reservation time.\n * The default value is 15 seconds. You may set the `COLYSEUS_SEAT_RESERVATION_TIME`\n * environment variable if you'd like to change the seat reservation time globally.\n *\n * @default 15 seconds\n *\n * @param seconds - number of seconds.\n * @returns The modified Room object.\n */\n public setSeatReservationTime(seconds: number) {\n this.seatReservationTime = seconds;\n return this;\n }\n\n public hasReservedSeat(sessionId: string, reconnectionToken?: string): boolean {\n const reservedSeat = this.reservedSeats[sessionId];\n\n // seat reservation not found / expired\n if (reservedSeat === undefined) {\n return false;\n }\n\n if (reservedSeat[3]) {\n // reconnection\n return (\n reconnectionToken &&\n this._reconnections[reconnectionToken]?.[0] === sessionId &&\n this._reconnectingSessionId.has(sessionId)\n );\n\n } else {\n // seat reservation not consumed\n return reservedSeat[2] === false;\n }\n }\n\n public checkReconnectionToken(reconnectionToken: string) {\n const sessionId = this._reconnections[reconnectionToken]?.[0];\n const reservedSeat = this.reservedSeats[sessionId];\n\n if (reservedSeat && reservedSeat[3]) {\n this._reconnectingSessionId.set(sessionId, reconnectionToken);\n return sessionId;\n\n } else {\n return undefined;\n }\n }\n\n /**\n * (Optional) Set a simulation interval that can change the state of the game.\n * The simulation interval is your game loop.\n *\n * @default 16.6ms (60fps)\n *\n * @param onTickCallback - You can implement your physics or world updates here!\n * This is a good place to update the room state.\n * @param delay - Interval delay on executing `onTickCallback` in milliseconds.\n */\n public setSimulationInterval(onTickCallback?: SimulationCallback, delay: number = DEFAULT_SIMULATION_INTERVAL): void {\n // clear previous interval in case called setSimulationInterval more than once\n if (this._simulationInterval) { clearInterval(this._simulationInterval); }\n\n if (onTickCallback) {\n if (this.onUncaughtException !== undefined) {\n onTickCallback = wrapTryCatch(onTickCallback, this.onUncaughtException.bind(this), SimulationIntervalException, 'setSimulationInterval');\n }\n\n this._simulationInterval = setInterval(() => {\n this.clock.tick();\n onTickCallback(this.clock.deltaTime);\n }, delay);\n }\n }\n\n public setPatchRate(milliseconds: number | null): void {\n this.patchRate = milliseconds;\n\n // clear previous interval in case called setPatchRate more than once\n if (this._patchInterval) {\n clearInterval(this._patchInterval);\n this._patchInterval = undefined;\n }\n\n if (milliseconds !== null && milliseconds !== 0) {\n this._patchInterval = setInterval(() => this.broadcastPatch(), milliseconds);\n }\n }\n\n public setState(newState: State) {\n this.clock.start();\n\n if ('_definition' in newState) {\n this.setSerializer(new SchemaSerializer());\n }\n\n this._serializer.reset(newState);\n\n this.state = newState;\n }\n\n public setSerializer(serializer: Serializer<State>) {\n this._serializer = serializer;\n }\n\n public async setMetadata(meta: Partial<Metadata>) {\n if (!this.listing.metadata) {\n this.listing.metadata = meta as Metadata;\n\n } else {\n for (const field in meta) {\n if (!meta.hasOwnProperty(field)) { continue; }\n this.listing.metadata[field] = meta[field];\n }\n\n // `MongooseDriver` workaround: persit metadata mutations\n if ('markModified' in this.listing) {\n (this.listing as any).markModified('metadata');\n }\n }\n\n if (this._internalState === RoomInternalState.CREATED) {\n await this.listing.save();\n }\n }\n\n public async setPrivate(bool: boolean = true) {\n if (this.listing.private === bool) return;\n\n this.listing.private = bool;\n\n if (this._internalState === RoomInternalState.CREATED) {\n await this.listing.save();\n }\n\n this._events.emit('visibility-change', bool);\n }\n\n /**\n * Locking the room will remove it from the pool of available rooms for new clients to connect to.\n */\n public async lock() {\n // rooms locked internally aren't explicit locks.\n this._lockedExplicitly = (arguments[0] === undefined);\n\n // skip if already locked.\n if (this._locked) { return; }\n\n this._locked = true;\n\n await this.listing.updateOne({\n $set: { locked: this._locked },\n });\n\n this._events.emit('lock');\n }\n\n /**\n * Unlocking the room returns it to the pool of available rooms for new clients to connect to.\n */\n public async unlock() {\n // only internal usage passes arguments to this function.\n if (arguments[0] === undefined) {\n this._lockedExplicitly = false;\n }\n\n // skip if already locked\n if (!this._locked) { return; }\n\n this._locked = false;\n\n await this.listing.updateOne({\n $set: { locked: this._locked },\n });\n\n this._events.emit('unlock');\n }\n\n public send(client: Client, type: string | number, message: any, options?: ISendOptions): void;\n public send(client: Client, message: Schema, options?: ISendOptions): void;\n public send(client: Client, messageOrType: any, messageOrOptions?: any | ISendOptions, options?: ISendOptions): void {\n logger.warn('DEPRECATION WARNING: use client.send(...) instead of this.send(client, ...)');\n client.send(messageOrType, messageOrOptions, options);\n }\n\n public broadcast(type: string | number, message?: any, options?: IBroadcastOptions);\n public broadcast<T extends Schema>(message: T, options?: IBroadcastOptions);\n public broadcast(\n typeOrSchema: string | number | Schema,\n messageOrOptions?: any | IBroadcastOptions,\n options?: IBroadcastOptions,\n ) {\n const isSchema = (typeof(typeOrSchema) === 'object');\n const opts: IBroadcastOptions = ((isSchema) ? messageOrOptions : options);\n\n if (opts && opts.afterNextPatch) {\n delete opts.afterNextPatch;\n this._afterNextPatchQueue.push(['broadcast', arguments]);\n return;\n }\n\n if (isSchema) {\n this.broadcastMessageSchema(typeOrSchema as Schema, opts);\n\n } else {\n\n this.broadcastMessageType(typeOrSchema as string, messageOrOptions, opts);\n }\n }\n\n /**\n * Checks whether mutations have occurred in the state, and broadcast them to all connected clients.\n */\n public broadcastPatch() {\n if (this.onBeforePatch) {\n this.onBeforePatch(this.state);\n }\n\n if (!this._simulationInterval) {\n this.clock.tick();\n }\n\n if (!this.state) {\n return false;\n }\n\n const hasChanges = this._serializer.applyPatches(this.clients, this.state);\n\n // broadcast messages enqueued for \"after patch\"\n this._dequeueAfterPatchMessages();\n\n return hasChanges;\n }\n\n public onMessage<T = any>(\n messageType: '*',\n callback: (client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>, type: string | number, message: T) => void\n );\n public onMessage<T = any>(\n messageType: string | number,\n callback: (client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>, message: T) => void\n );\n public onMessage(messageType: '*' | string | number, callback: (...args: any[]) => void) {\n this.onMessageHandlers[messageType] = (this.onUncaughtException !== undefined)\n ? wrapTryCatch(callback, this.onUncaughtException.bind(this), OnMessageException, 'onMessage', false, messageType)\n : callback;\n\n // returns a method to unbind the callback\n return () => delete this.onMessageHandlers[messageType];\n }\n\n /**\n * Disconnect all connected clients, and then dispose the room.\n *\n * @param closeCode WebSocket close code (default = 4000, which is a \"consented leave\")\n * @returns Promise<void>\n */\n public disconnect(closeCode: number = Protocol.WS_CLOSE_CONSENTED): Promise<any> {\n // skip if already disposing\n if (this._internalState === RoomInternalState.DISPOSING) {\n return Promise.resolve(`disconnect() ignored: room (${this.roomId}) is already disposing.`);\n\n } else if (this._internalState === RoomInternalState.CREATING) {\n throw new Error(\"cannot disconnect during onCreate()\");\n }\n\n this._internalState = RoomInternalState.DISPOSING;\n this.listing.remove();\n\n this.#_autoDispose = true;\n\n const delayedDisconnection = new Promise<void>((resolve) =>\n this._events.once('disconnect', () => resolve()));\n\n // reject pending reconnections\n for (const [_, reconnection] of Object.values(this._reconnections)) {\n reconnection.reject(new Error(\"disconnecting\"));\n }\n\n let numClients = this.clients.length;\n if (numClients > 0) {\n // clients may have `async onLeave`, room will be disposed after they're fulfilled\n while (numClients--) {\n this._forciblyCloseClient(this.clients[numClients], closeCode);\n }\n\n } else {\n // no clients connected, dispose immediately.\n this._events.emit('dispose');\n }\n\n return delayedDisconnection;\n }\n\n public async ['_onJoin'](client: Client, req?: http.IncomingMessage) {\n const sessionId = client.sessionId;\n\n // generate unique private reconnection token\n client._reconnectionToken = generateId();\n\n if (this.reservedSeatTimeouts[sessionId]) {\n clearTimeout(this.reservedSeatTimeouts[sessionId]);\n delete this.reservedSeatTimeouts[sessionId];\n }\n\n // clear auto-dispose timeout.\n if (this._autoDisposeTimeout) {\n clearTimeout(this._autoDisposeTimeout);\n this._autoDisposeTimeout = undefined;\n }\n\n // get seat reservation options and clear it\n const [joinOptions, authData, isConsumed, isWaitingReconnection] = this.reservedSeats[sessionId];\n\n //\n // TODO: remove this check on 1.0.0\n // - the seat reservation is used to keep track of number of clients and their pending seats (see `hasReachedMaxClients`)\n // - when we fully migrate to static onAuth(), the seat reservation can be removed immediately here\n // - if async onAuth() is in use, the seat reservation is removed after onAuth() is fulfilled.\n // - mark reservation as \"consumed\"\n //\n if (isConsumed) {\n throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, \"already consumed\");\n }\n this.reservedSeats[sessionId][2] = true; // flag seat reservation as \"consumed\"\n debugMatchMaking('consuming seat reservation, sessionId: \\'%s\\'', client.sessionId);\n\n // share \"after next patch queue\" reference with every client.\n client._afterNextPatchQueue = this._afterNextPatchQueue;\n\n // add temporary callback to keep track of disconnections during `onJoin`.\n client.ref['onleave'] = (_) => client.state = ClientState.LEAVING;\n client.ref.once('close', client.ref['onleave']);\n\n if (isWaitingReconnection) {\n const previousReconnectionToken = this._reconnectingSessionId.get(sessionId);\n if (previousReconnectionToken) {\n this.clients.push(client);\n //\n // await for reconnection:\n // (end user may customize the reconnection token at this step)\n //\n await this._reconnections[previousReconnectionToken]?.[1].resolve(client);\n\n } else {\n const errorMessage = (process.env.NODE_ENV === 'production')\n ? \"already consumed\" // trick possible fraudsters...\n : \"bad reconnection token\" // ...or developers\n throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, errorMessage);\n }\n\n } else {\n try {\n if (authData) {\n client.auth = authData;\n\n } else if (this.onAuth !== Room.prototype.onAuth) {\n try {\n client.auth = await this.onAuth(client, joinOptions, req);\n\n if (!client.auth) {\n throw new ServerError(ErrorCode.AUTH_FAILED, 'onAuth failed');\n }\n\n } catch (e) {\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n await this._decrementClientCount();\n throw e;\n }\n }\n\n //\n // On async onAuth, client may have been disconnected.\n //\n if (client.readyState !== WebSocket.OPEN) {\n throw new ServerError(Protocol.WS_CLOSE_GOING_AWAY, 'already disconnected');\n }\n\n this.clients.push(client);\n\n //\n // Flag sessionId as non-enumarable so hasReachedMaxClients() doesn't count it\n // (https://github.com/colyseus/colyseus/issues/726)\n //\n Object.defineProperty(this.reservedSeats, sessionId, {\n value: this.reservedSeats[sessionId],\n enumerable: false,\n });\n\n if (this.onJoin) {\n await this.onJoin(client, joinOptions, client.auth);\n }\n\n // client left during `onJoin`, call _onLeave immediately.\n if (client.state === ClientState.LEAVING) {\n throw new Error(\"early_leave\");\n\n } else {\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // emit 'join' to room handler\n this._events.emit('join', client);\n }\n\n } catch (e) {\n await this._onLeave(client, Protocol.WS_CLOSE_GOING_AWAY);\n\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // make sure an error code is provided.\n if (!e.code) {\n e.code = ErrorCode.APPLICATION_ERROR;\n }\n\n throw e;\n }\n }\n\n // state might already be ClientState.LEAVING here\n if (client.state === ClientState.JOINING) {\n client.ref.removeListener('close', client.ref['onleave']);\n\n // only bind _onLeave after onJoin has been successful\n client.ref['onleave'] = this._onLeave.bind(this, client);\n client.ref.once('close', client.ref['onleave']);\n\n // allow client to send messages after onJoin has succeeded.\n client.ref.on('message', this._onMessage.bind(this, client));\n\n // confirm room id that matches the room name requested to join\n client.raw(getMessageBytes[Protocol.JOIN_ROOM](\n client._reconnectionToken,\n this._serializer.id,\n this._serializer.handshake && this._serializer.handshake(),\n ));\n }\n }\n\n /**\n * Allow the specified client to reconnect into the room. Must be used inside `onLeave()` method.\n * If seconds is provided, the reconnection is going to be cancelled after the provided amount of seconds.\n *\n * @param previousClient - The client which is to be waiting until re-connection happens.\n * @param seconds - Timeout period on re-connection in seconds.\n *\n * @returns Deferred<Client> - The differed is a promise like type.\n * This type can forcibly reject the promise by calling `.reject()`.\n */\n public allowReconnection(previousClient: Client, seconds: number | \"manual\"): Deferred<Client> {\n //\n // Return rejected promise if client has never fully JOINED.\n //\n // (having `_enqueuedMessages !== undefined` means that the client has never been at \"ClientState.JOINED\" state)\n //\n if (previousClient._enqueuedMessages !== undefined) {\n // @ts-ignore\n return Promise.reject(new Error(\"not joined\"));\n }\n\n if (seconds === undefined) { // TODO: remove this check\n console.warn(\"DEPRECATED: allowReconnection() requires a second argument. Using \\\"manual\\\" mode.\");\n seconds = \"manual\";\n }\n\n if (seconds === \"manual\") {\n seconds = Infinity;\n }\n\n if (this._internalState === RoomInternalState.DISPOSING) {\n // @ts-ignore\n return Promise.reject(new Error(\"disposing\"));\n }\n\n const sessionId = previousClient.sessionId;\n const reconnectionToken = previousClient._reconnectionToken;\n\n this._reserveSeat(sessionId, true, previousClient.auth, seconds, true);\n\n // keep reconnection reference in case the user reconnects into this room.\n const reconnection = new Deferred<Client>();\n this._reconnections[reconnectionToken] = [sessionId, reconnection];\n\n if (seconds !== Infinity) {\n // expire seat reservation after timeout\n this.reservedSeatTimeouts[sessionId] = setTimeout(() =>\n reconnection.reject(false), seconds * 1000);\n }\n\n const cleanup = () => {\n delete this._reconnections[reconnectionToken];\n delete this.reservedSeats[sessionId];\n delete this.reservedSeatTimeouts[sessionId];\n this._reconnectingSessionId.delete(sessionId);\n };\n\n reconnection.\n then((newClient) => {\n newClient.auth = previousClient.auth;\n newClient.userData = previousClient.userData;\n previousClient.ref = newClient.ref; // swap \"ref\" for convenience\n previousClient.state = ClientState.RECONNECTED;\n clearTimeout(this.reservedSeatTimeouts[sessionId]);\n cleanup();\n }).\n catch(() => {\n cleanup();\n this.resetAutoDisposeTimeout();\n });\n\n return reconnection;\n }\n\n protected resetAutoDisposeTimeout(timeoutInSeconds: number = 1) {\n clearTimeout(this._autoDisposeTimeout);\n\n if (!this.#_autoDispose) {\n return;\n }\n\n this._autoDisposeTimeout = setTimeout(() => {\n this._autoDisposeTimeout = undefined;\n this._disposeIfEmpty();\n }, timeoutInSeconds * 1000);\n }\n\n private broadcastMessageSchema<T extends Schema>(message: T, options: IBroadcastOptions = {}) {\n debugMessage(\"broadcast: %O\", message);\n const encodedMessage = getMessageBytes[Protocol.ROOM_DATA_SCHEMA](message);\n const except = (typeof (options.except) !== \"undefined\")\n ? Array.isArray(options.except)\n ? options.except\n : [options.except]\n : undefined;\n\n let numClients = this.clients.length;\n while (numClients--) {\n const client = this.clients[numClients];\n\n if (!except || !except.includes(client)) {\n client.enqueueRaw(encodedMessage);\n }\n }\n }\n\n private broadcastMessageType(type: string, message?: any, options: IBroadcastOptions = {}) {\n debugMessage(\"broadcast: %O\", message);\n const encodedMessage = getMessageBytes.raw(Protocol.ROOM_DATA, type, message);\n const except = (typeof (options.except) !== \"undefined\")\n ? Array.isArray(options.except)\n ? options.except\n : [options.except]\n : undefined;\n\n let numClients = this.clients.length;\n while (numClients--) {\n const client = this.clients[numClients];\n\n if (!except || !except.includes(client)) {\n client.enqueueRaw(encodedMessage);\n }\n }\n }\n\n protected sendFullState(client: Client): void {\n client.enqueueRaw(getMessageBytes[Protocol.ROOM_STATE](this._serializer.getFullState(client)));\n }\n\n private _dequeueAfterPatchMessages() {\n const length = this._afterNextPatchQueue.length;\n\n if (length > 0) {\n for (let i = 0; i < length; i++) {\n const [target, args] = this._afterNextPatchQueue[i];\n\n if (target === \"broadcast\") {\n this.broadcast.apply(this, args);\n\n } else {\n (target as Client).raw.apply(target, args);\n }\n }\n\n // new messages may have been added in the meantime,\n // let's splice the ones that have been processed\n this._afterNextPatchQueue.splice(0, length);\n }\n }\n\n private async _reserveSeat(\n sessionId: string,\n joinOptions: any = true,\n authData: any = undefined,\n seconds: number = this.seatReservationTime,\n allowReconnection: boolean = false,\n devModeReconnection?: boolean,\n ) {\n if (!allowReconnection && this.hasReachedMaxClients()) {\n return false;\n }\n\n this.reservedSeats[sessionId] = [joinOptions, authData, false, allowReconnection];\n\n if (!allowReconnection) {\n await this._incrementClientCount();\n\n this.reservedSeatTimeouts[sessionId] = setTimeout(async () => {\n delete this.reservedSeats[sessionId];\n delete this.reservedSeatTimeouts[sessionId];\n await this._decrementClientCount();\n }, seconds * 1000);\n\n this.resetAutoDisposeTimeout(seconds);\n }\n\n //\n // isDevMode workaround to allow players to reconnect on devMode\n //\n if (devModeReconnection) {\n this._reconnectingSessionId.set(sessionId, sessionId);\n }\n\n return true;\n }\n\n private _disposeIfEmpty() {\n const willDispose = (\n this.#_onLeaveConcurrent === 0 && // no \"onLeave\" calls in progress\n this.#_autoDispose &&\n this._autoDisposeTimeout === undefined &&\n this.clients.length === 0 &&\n Object.keys(this.reservedSeats).length === 0\n );\n\n if (willDispose) {\n this._events.emit('dispose');\n }\n\n return willDispose;\n }\n\n private async _dispose(): Promise<any> {\n this._internalState = RoomInternalState.DISPOSING;\n\n this.listing.remove();\n\n let userReturnData;\n if (this.onDispose) {\n userReturnData = this.onDispose();\n }\n\n if (this._patchInterval) {\n clearInterval(this._patchInterval);\n this._patchInterval = undefined;\n }\n\n if (this._simulationInterval) {\n clearInterval(this._simulationInterval);\n this._simulationInterval = undefined;\n }\n\n if (this._autoDisposeTimeout) {\n clearInterval(this._autoDisposeTimeout);\n this._autoDisposeTimeout = undefined;\n }\n\n // clear all timeouts/intervals + force to stop ticking\n this.clock.clear();\n this.clock.stop();\n\n return await (userReturnData || Promise.resolve());\n }\n\n private _onMessage(client: Client, bytes: number[]) {\n // skip if client is on LEAVING state.\n if (client.state === ClientState.LEAVING) { return; }\n\n const it: Iterator = { offset: 0 };\n const code = decode.uint8(bytes, it);\n\n if (!bytes) {\n debugAndPrintError(`${this.roomName} (${this.roomId}), couldn't decode message: ${bytes}`);\n return;\n }\n\n if (code === Protocol.ROOM_DATA) {\n const messageType = (decode.stringCheck(bytes, it))\n ? decode.string(bytes, it)\n : decode.number(bytes, it);\n\n let message;\n try {\n message = (bytes.length > it.offset)\n ? unpack(new Uint8Array(bytes.slice(it.offset, bytes.length)))\n : undefined;\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n } catch (e) {\n debugAndPrintError(e);\n client.leave(Protocol.WS_CLOSE_WITH_ERROR);\n return;\n }\n\n if (this.onMessageHandlers[messageType]) {\n this.onMessageHandlers[messageType](client, message);\n\n } else if (this.onMessageHandlers['*']) {\n (this.onMessageHandlers['*'] as any)(client, messageType, message);\n\n } else {\n const errorMessage = `onMessage for \"${messageType}\" not registered.`;\n debugAndPrintError(errorMessage);\n\n if (isDevMode) {\n // send error code to client in development mode\n client.error(ErrorCode.INVALID_PAYLOAD, errorMessage);\n\n } else {\n // immediately close the connection in production\n client.leave(Protocol.WS_CLOSE_WITH_ERROR, errorMessage);\n }\n }\n\n } else if (code === Protocol.ROOM_DATA_BYTES) {\n const messageType = (decode.stringCheck(bytes, it))\n ? decode.string(bytes, it)\n : decode.number(bytes, it);\n\n const message = bytes.slice(it.offset, bytes.length);\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n\n if (this.onMessageHandlers[messageType]) {\n this.onMessageHandlers[messageType](client, message);\n\n } else if (this.onMessageHandlers['*']) {\n (this.onMessageHandlers['*'] as any)(client, messageType, message);\n\n } else {\n const errorMessage = `onMessage for \"${messageType}\" not registered.`;\n debugAndPrintError(errorMessage);\n\n if (isDevMode) {\n // send error code to client in development mode\n client.error(ErrorCode.INVALID_PAYLOAD, errorMessage);\n\n } else {\n // immediately close the connection in production\n client.leave(Protocol.WS_CLOSE_WITH_ERROR, errorMessage);\n }\n }\n\n } else if (code === Protocol.JOIN_ROOM && client.state === ClientState.JOINING) {\n // join room has been acknowledged by the client\n client.state = ClientState.JOINED;\n\n // send current state when new client joins the room\n if (this.state) {\n this.sendFullState(client);\n }\n\n // dequeue messages sent before client has joined effectively (on user-defined `onJoin`)\n if (client._enqueuedMessages.length > 0) {\n client._enqueuedMessages.forEach((enqueued) => client.raw(enqueued));\n }\n delete client._enqueuedMessages;\n\n } else if (code === Protocol.LEAVE_ROOM) {\n this._forciblyCloseClient(client, Protocol.WS_CLOSE_CONSENTED);\n }\n\n }\n\n private 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6
6
  "names": ["RoomInternalState", "Clock", "WebSocket"]
7
7
  }
package/build/Room.mjs CHANGED
@@ -309,9 +309,15 @@ class Room {
309
309
  if (authData) {
310
310
  client.auth = authData;
311
311
  } else if (this.onAuth !== Room.prototype.onAuth) {
312
- client.auth = await this.onAuth(client, joinOptions, req);
313
- if (!client.auth) {
314
- throw new ServerError(ErrorCode.AUTH_FAILED, "onAuth failed");
312
+ try {
313
+ client.auth = await this.onAuth(client, joinOptions, req);
314
+ if (!client.auth) {
315
+ throw new ServerError(ErrorCode.AUTH_FAILED, "onAuth failed");
316
+ }
317
+ } catch (e) {
318
+ delete this.reservedSeats[sessionId];
319
+ await this._decrementClientCount();
320
+ throw e;
315
321
  }
316
322
  }
317
323
  if (client.readyState !== WebSocket.OPEN) {
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "version": 3,
3
3
  "sources": ["../src/Room.ts"],
4
- "sourcesContent": ["import http, { IncomingMessage } from 'http';\nimport WebSocket from 'ws'; // TODO: move this to Transport\n\nimport { unpack } from 'msgpackr';\nimport { decode, Iterator, Schema } from '@colyseus/schema';\n\nimport Clock from '@gamestdio/timer';\nimport { EventEmitter } from 'events';\nimport { logger } from './Logger';\n\nimport { Presence } from './presence/Presence';\n\nimport { NoneSerializer } from './serializer/NoneSerializer';\nimport { SchemaSerializer } from './serializer/SchemaSerializer';\nimport { Serializer } from './serializer/Serializer';\n\nimport { ErrorCode, getMessageBytes, Protocol } from './Protocol';\nimport { Deferred, generateId, wrapTryCatch } from './utils/Utils';\nimport { isDevMode } from './utils/DevMode';\n\nimport { debugAndPrintError, debugMatchMaking, debugMessage } from './Debug';\nimport { ServerError } from './errors/ServerError';\nimport { RoomListingData } from './matchmaker/driver';\nimport { Client, ClientArray, ClientState, ISendOptions } from './Transport';\nimport { OnAuthException, OnCreateException, OnDisposeException, OnJoinException, OnLeaveException, OnMessageException, RoomException, SimulationIntervalException, TimedEventException } from './errors/RoomExceptions';\n\nconst DEFAULT_PATCH_RATE = 1000 / 20; // 20fps (50ms)\nconst DEFAULT_SIMULATION_INTERVAL = 1000 / 60; // 60fps (16.66ms)\nconst noneSerializer = new NoneSerializer();\n\nexport const DEFAULT_SEAT_RESERVATION_TIME = Number(process.env.COLYSEUS_SEAT_RESERVATION_TIME || 15);\n\nexport type SimulationCallback = (deltaTime: number) => void;\n\nexport interface IBroadcastOptions extends ISendOptions {\n except?: Client | Client[];\n}\n\nexport enum RoomInternalState {\n CREATING = 0,\n CREATED = 1,\n DISPOSING = 2,\n}\n\nexport type ExtractUserData<T> = T extends ClientArray<infer U> ? U : never;\nexport type ExtractAuthData<T> = T extends ClientArray<infer _, infer U> ? U : never;\n\n/**\n * A Room class is meant to implement a game session, and/or serve as the communication channel\n * between a group of clients.\n *\n * - Rooms are created on demand during matchmaking by default\n * - Room classes must be exposed using `.define()`\n */\nexport abstract class Room<State extends object= any, Metadata= any> {\n\n /**\n * This property will change on these situations:\n * - The maximum number of allowed clients has been reached (`maxClients`)\n * - You manually locked, or unlocked the room using lock() or `unlock()`.\n *\n * @readonly\n */\n public get locked() {\n return this._locked;\n }\n\n public get metadata() {\n return this.listing.metadata;\n }\n\n public listing: RoomListingData<Metadata>;\n\n /**\n * A ClockTimer instance, used for timing events.\n */\n public clock: Clock = new Clock();\n\n #_roomId: string;\n #_roomName: string;\n #_autoDispose: boolean = true;\n #_onLeaveConcurrent: number = 0; // number of onLeave calls in progress\n\n /**\n * Maximum number of clients allowed to connect into the room. When room reaches this limit,\n * it is locked automatically. Unless the room was explicitly locked by you via `lock()` method,\n * the room will be unlocked as soon as a client disconnects from it.\n */\n public maxClients: number = Infinity;\n /**\n * Frequency to send the room state to connected clients, in milliseconds.\n *\n * @default 50ms (20fps)\n */\n public patchRate: number = DEFAULT_PATCH_RATE;\n\n /**\n * The state instance you provided to `setState()`.\n */\n public state: State;\n /**\n * The presence instance. Check Presence API for more details.\n *\n * @see {@link https://docs.colyseus.io/colyseus/server/presence/|Presence API}\n */\n public presence: Presence;\n\n /**\n * The array of connected clients.\n *\n * @see {@link https://docs.colyseus.io/colyseus/server/room/#client|Client instance}\n */\n public clients: ClientArray = new ClientArray();\n\n /** @internal */\n public _events = new EventEmitter();\n\n // seat reservation & reconnection\n protected seatReservationTime: number = DEFAULT_SEAT_RESERVATION_TIME;\n protected reservedSeats: { [sessionId: string]: [any, any, boolean?, boolean?] } = {};\n protected reservedSeatTimeouts: { [sessionId: string]: NodeJS.Timer } = {};\n\n protected _reconnections: { [reconnectionToken: string]: [string, Deferred] } = {};\n private _reconnectingSessionId = new Map<string, string>();\n\n private onMessageHandlers: {[id: string]: (client: Client, message: any) => void} = {};\n\n private _serializer: Serializer<State> = noneSerializer;\n private _afterNextPatchQueue: Array<[string | Client, IArguments]> = [];\n\n private _simulationInterval: NodeJS.Timer;\n private _patchInterval: NodeJS.Timer;\n\n private _internalState: RoomInternalState = RoomInternalState.CREATING;\n private _locked: boolean = false;\n private _lockedExplicitly: boolean = false;\n private _maxClientsReached: boolean = false;\n\n // this timeout prevents rooms that are created by one process, but no client\n // ever had success joining into it on the specified interval.\n private _autoDisposeTimeout: NodeJS.Timer;\n\n // TODO: remove \"presence\" from constructor on 0.16.0\n constructor(presence?: Presence) {\n this.presence = presence;\n\n this._events.once('dispose', () => {\n this._dispose()\n .catch((e) => debugAndPrintError(`onDispose error: ${(e && e.stack || e.message || e || 'promise rejected')}`))\n .finally(() => this._events.emit('disconnect'));\n });\n\n /**\n * If `onUncaughtException` is defined, it will automatically catch exceptions\n */\n if (this.onUncaughtException !== undefined) {\n this.#registerUncaughtExceptionHandlers();\n }\n\n this.setPatchRate(this.patchRate);\n // set default _autoDisposeTimeout\n this.resetAutoDisposeTimeout(this.seatReservationTime);\n }\n\n /**\n * Automatically dispose the room when last client disconnects.\n *\n * @default true\n */\n public get autoDispose() { return this.#_autoDispose; }\n public set autoDispose(value: boolean) {\n if (\n value !== this.#_autoDispose &&\n this._internalState !== RoomInternalState.DISPOSING\n ) {\n this.#_autoDispose = value;\n this.resetAutoDisposeTimeout();\n }\n }\n\n /**\n * The name of the room you provided as first argument for `gameServer.define()`.\n *\n * @returns roomName string\n */\n public get roomName() { return this.#_roomName; }\n /**\n * Setting the name of the room. Overwriting this property is restricted.\n *\n * @param roomName\n */\n public set roomName(roomName: string) {\n if (this.#_roomName) {\n // prevent user from setting roomName after it has been defined.\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"'roomName' cannot be overwritten.\");\n }\n this.#_roomName = roomName;\n }\n\n /**\n * A unique, auto-generated, 9-character-long id of the room.\n * You may replace `this.roomId` during `onCreate()`.\n *\n * @returns roomId string\n */\n public get roomId() { return this.#_roomId; }\n /**\n * Setting the roomId, is restricted in room lifetime except upon room creation.\n *\n * @param roomId\n * @returns roomId string\n */\n public set roomId(roomId: string) {\n if (this._internalState !== RoomInternalState.CREATING && !isDevMode) {\n // prevent user from setting roomId after room has been created.\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"'roomId' can only be overridden upon room creation.\");\n }\n this.#_roomId = roomId;\n }\n\n // Optional abstract methods\n public onBeforePatch?(state: State): void | Promise<any>;\n public onCreate?(options: any): void | Promise<any>;\n public onJoin?(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n options?: any,\n auth?: ExtractAuthData<typeof this['clients']>,\n ): void | Promise<any>;\n public onLeave?(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n consented?: boolean,\n ): void | Promise<any>;\n public onDispose?(): void | Promise<any>;\n\n /**\n * Define a custom exception handler.\n * If defined, all lifecycle hooks will be wrapped by try/catch, and the exception will be forwarded to this method.\n *\n * These methods will be wrapped by try/catch:\n * - `onMessage`\n * - `onAuth` / `onJoin` / `onLeave` / `onCreate` / `onDispose`\n * - `clock.setTimeout` / `clock.setInterval`\n * - `setSimulationInterval`\n *\n * (Experimental: this feature is subject to change in the future - we're currently getting feedback to improve it)\n */\n public onUncaughtException?(error: RoomException<this>, methodName: 'onCreate' | 'onAuth' | 'onJoin' | 'onLeave' | 'onDispose' | 'onMessage' | 'setSimulationInterval' | 'setInterval' | 'setTimeout'): void;\n\n // TODO: flag as @deprecated on v0.16\n // TOOD: remove instance level `onAuth` on 1.0\n /**\n * onAuth at the instance level will be deprecated in the future.\n * Please use \"static onAuth(token, req) instead\n */\n public onAuth(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n options: any,\n request?: http.IncomingMessage\n ): any | Promise<any> {\n return true;\n }\n\n static async onAuth(token: string, req: IncomingMessage): Promise<unknown> {\n return true;\n }\n\n /**\n * This method is called during graceful shutdown of the server process\n * You may override this method to dispose the room in your own way.\n *\n * Once process reaches room count of 0, the room process will be terminated.\n */\n public onBeforeShutdown() {\n this.disconnect(\n (isDevMode)\n ? Protocol.WS_CLOSE_DEVMODE_RESTART\n : Protocol.WS_CLOSE_CONSENTED\n );\n }\n\n /**\n * devMode: When `devMode` is enabled, `onCacheRoom` method is called during\n * graceful shutdown.\n *\n * Implement this method to return custom data to be cached. `onRestoreRoom`\n * will be called with the data returned by `onCacheRoom`\n */\n public onCacheRoom?(): any;\n\n /**\n * devMode: When `devMode` is enabled, `onRestoreRoom` method is called during\n * process startup, with the data returned by the `onCacheRoom` method.\n */\n public onRestoreRoom?(cached?: any): void;\n\n /**\n * Returns whether the sum of connected clients and reserved seats exceeds maximum number of clients.\n *\n * @returns boolean\n */\n public hasReachedMaxClients(): boolean {\n return (\n (this.clients.length + Object.keys(this.reservedSeats).length) >= this.maxClients ||\n this._internalState === RoomInternalState.DISPOSING\n );\n }\n\n /**\n * Set the number of seconds a room can wait for a client to effectively join the room.\n * You should consider how long your `onAuth()` will have to wait for setting a different seat reservation time.\n * The default value is 15 seconds. You may set the `COLYSEUS_SEAT_RESERVATION_TIME`\n * environment variable if you'd like to change the seat reservation time globally.\n *\n * @default 15 seconds\n *\n * @param seconds - number of seconds.\n * @returns The modified Room object.\n */\n public setSeatReservationTime(seconds: number) {\n this.seatReservationTime = seconds;\n return this;\n }\n\n public hasReservedSeat(sessionId: string, reconnectionToken?: string): boolean {\n const reservedSeat = this.reservedSeats[sessionId];\n\n // seat reservation not found / expired\n if (reservedSeat === undefined) {\n return false;\n }\n\n if (reservedSeat[3]) {\n // reconnection\n return (\n reconnectionToken &&\n this._reconnections[reconnectionToken]?.[0] === sessionId &&\n this._reconnectingSessionId.has(sessionId)\n );\n\n } else {\n // seat reservation not consumed\n return reservedSeat[2] === false;\n }\n }\n\n public checkReconnectionToken(reconnectionToken: string) {\n const sessionId = this._reconnections[reconnectionToken]?.[0];\n const reservedSeat = this.reservedSeats[sessionId];\n\n if (reservedSeat && reservedSeat[3]) {\n this._reconnectingSessionId.set(sessionId, reconnectionToken);\n return sessionId;\n\n } else {\n return undefined;\n }\n }\n\n /**\n * (Optional) Set a simulation interval that can change the state of the game.\n * The simulation interval is your game loop.\n *\n * @default 16.6ms (60fps)\n *\n * @param onTickCallback - You can implement your physics or world updates here!\n * This is a good place to update the room state.\n * @param delay - Interval delay on executing `onTickCallback` in milliseconds.\n */\n public setSimulationInterval(onTickCallback?: SimulationCallback, delay: number = DEFAULT_SIMULATION_INTERVAL): void {\n // clear previous interval in case called setSimulationInterval more than once\n if (this._simulationInterval) { clearInterval(this._simulationInterval); }\n\n if (onTickCallback) {\n if (this.onUncaughtException !== undefined) {\n onTickCallback = wrapTryCatch(onTickCallback, this.onUncaughtException.bind(this), SimulationIntervalException, 'setSimulationInterval');\n }\n\n this._simulationInterval = setInterval(() => {\n this.clock.tick();\n onTickCallback(this.clock.deltaTime);\n }, delay);\n }\n }\n\n public setPatchRate(milliseconds: number | null): void {\n this.patchRate = milliseconds;\n\n // clear previous interval in case called setPatchRate more than once\n if (this._patchInterval) {\n clearInterval(this._patchInterval);\n this._patchInterval = undefined;\n }\n\n if (milliseconds !== null && milliseconds !== 0) {\n this._patchInterval = setInterval(() => this.broadcastPatch(), milliseconds);\n }\n }\n\n public setState(newState: State) {\n this.clock.start();\n\n if ('_definition' in newState) {\n this.setSerializer(new SchemaSerializer());\n }\n\n this._serializer.reset(newState);\n\n this.state = newState;\n }\n\n public setSerializer(serializer: Serializer<State>) {\n this._serializer = serializer;\n }\n\n public async setMetadata(meta: Partial<Metadata>) {\n if (!this.listing.metadata) {\n this.listing.metadata = meta as Metadata;\n\n } else {\n for (const field in meta) {\n if (!meta.hasOwnProperty(field)) { continue; }\n this.listing.metadata[field] = meta[field];\n }\n\n // `MongooseDriver` workaround: persit metadata mutations\n if ('markModified' in this.listing) {\n (this.listing as any).markModified('metadata');\n }\n }\n\n if (this._internalState === RoomInternalState.CREATED) {\n await this.listing.save();\n }\n }\n\n public async setPrivate(bool: boolean = true) {\n if (this.listing.private === bool) return;\n\n this.listing.private = bool;\n\n if (this._internalState === RoomInternalState.CREATED) {\n await this.listing.save();\n }\n\n this._events.emit('visibility-change', bool);\n }\n\n /**\n * Locking the room will remove it from the pool of available rooms for new clients to connect to.\n */\n public async lock() {\n // rooms locked internally aren't explicit locks.\n this._lockedExplicitly = (arguments[0] === undefined);\n\n // skip if already locked.\n if (this._locked) { return; }\n\n this._locked = true;\n\n await this.listing.updateOne({\n $set: { locked: this._locked },\n });\n\n this._events.emit('lock');\n }\n\n /**\n * Unlocking the room returns it to the pool of available rooms for new clients to connect to.\n */\n public async unlock() {\n // only internal usage passes arguments to this function.\n if (arguments[0] === undefined) {\n this._lockedExplicitly = false;\n }\n\n // skip if already locked\n if (!this._locked) { return; }\n\n this._locked = false;\n\n await this.listing.updateOne({\n $set: { locked: this._locked },\n });\n\n this._events.emit('unlock');\n }\n\n public send(client: Client, type: string | number, message: any, options?: ISendOptions): void;\n public send(client: Client, message: Schema, options?: ISendOptions): void;\n public send(client: Client, messageOrType: any, messageOrOptions?: any | ISendOptions, options?: ISendOptions): void {\n logger.warn('DEPRECATION WARNING: use client.send(...) instead of this.send(client, ...)');\n client.send(messageOrType, messageOrOptions, options);\n }\n\n public broadcast(type: string | number, message?: any, options?: IBroadcastOptions);\n public broadcast<T extends Schema>(message: T, options?: IBroadcastOptions);\n public broadcast(\n typeOrSchema: string | number | Schema,\n messageOrOptions?: any | IBroadcastOptions,\n options?: IBroadcastOptions,\n ) {\n const isSchema = (typeof(typeOrSchema) === 'object');\n const opts: IBroadcastOptions = ((isSchema) ? messageOrOptions : options);\n\n if (opts && opts.afterNextPatch) {\n delete opts.afterNextPatch;\n this._afterNextPatchQueue.push(['broadcast', arguments]);\n return;\n }\n\n if (isSchema) {\n this.broadcastMessageSchema(typeOrSchema as Schema, opts);\n\n } else {\n\n this.broadcastMessageType(typeOrSchema as string, messageOrOptions, opts);\n }\n }\n\n /**\n * Checks whether mutations have occurred in the state, and broadcast them to all connected clients.\n */\n public broadcastPatch() {\n if (this.onBeforePatch) {\n this.onBeforePatch(this.state);\n }\n\n if (!this._simulationInterval) {\n this.clock.tick();\n }\n\n if (!this.state) {\n return false;\n }\n\n const hasChanges = this._serializer.applyPatches(this.clients, this.state);\n\n // broadcast messages enqueued for \"after patch\"\n this._dequeueAfterPatchMessages();\n\n return hasChanges;\n }\n\n public onMessage<T = any>(\n messageType: '*',\n callback: (client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>, type: string | number, message: T) => void\n );\n public onMessage<T = any>(\n messageType: string | number,\n callback: (client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>, message: T) => void\n );\n public onMessage(messageType: '*' | string | number, callback: (...args: any[]) => void) {\n this.onMessageHandlers[messageType] = (this.onUncaughtException !== undefined)\n ? wrapTryCatch(callback, this.onUncaughtException.bind(this), OnMessageException, 'onMessage', false, messageType)\n : callback;\n\n // returns a method to unbind the callback\n return () => delete this.onMessageHandlers[messageType];\n }\n\n /**\n * Disconnect all connected clients, and then dispose the room.\n *\n * @param closeCode WebSocket close code (default = 4000, which is a \"consented leave\")\n * @returns Promise<void>\n */\n public disconnect(closeCode: number = Protocol.WS_CLOSE_CONSENTED): Promise<any> {\n // skip if already disposing\n if (this._internalState === RoomInternalState.DISPOSING) {\n return Promise.resolve(`disconnect() ignored: room (${this.roomId}) is already disposing.`);\n\n } else if (this._internalState === RoomInternalState.CREATING) {\n throw new Error(\"cannot disconnect during onCreate()\");\n }\n\n this._internalState = RoomInternalState.DISPOSING;\n this.listing.remove();\n\n this.#_autoDispose = true;\n\n const delayedDisconnection = new Promise<void>((resolve) =>\n this._events.once('disconnect', () => resolve()));\n\n // reject pending reconnections\n for (const [_, reconnection] of Object.values(this._reconnections)) {\n reconnection.reject(new Error(\"disconnecting\"));\n }\n\n let numClients = this.clients.length;\n if (numClients > 0) {\n // clients may have `async onLeave`, room will be disposed after they're fulfilled\n while (numClients--) {\n this._forciblyCloseClient(this.clients[numClients], closeCode);\n }\n\n } else {\n // no clients connected, dispose immediately.\n this._events.emit('dispose');\n }\n\n return delayedDisconnection;\n }\n\n public async ['_onJoin'](client: Client, req?: http.IncomingMessage) {\n const sessionId = client.sessionId;\n\n // generate unique private reconnection token\n client._reconnectionToken = generateId();\n\n if (this.reservedSeatTimeouts[sessionId]) {\n clearTimeout(this.reservedSeatTimeouts[sessionId]);\n delete this.reservedSeatTimeouts[sessionId];\n }\n\n // clear auto-dispose timeout.\n if (this._autoDisposeTimeout) {\n clearTimeout(this._autoDisposeTimeout);\n this._autoDisposeTimeout = undefined;\n }\n\n // get seat reservation options and clear it\n const [joinOptions, authData, isConsumed, isWaitingReconnection] = this.reservedSeats[sessionId];\n\n //\n // TODO: remove this check on 1.0.0\n // - the seat reservation is used to keep track of number of clients and their pending seats (see `hasReachedMaxClients`)\n // - when we fully migrate to static onAuth(), the seat reservation can be removed immediately here\n // - if async onAuth() is in use, the seat reservation is removed after onAuth() is fulfilled.\n // - mark reservation as \"consumed\"\n //\n if (isConsumed) {\n throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, \"already consumed\");\n }\n this.reservedSeats[sessionId][2] = true; // flag seat reservation as \"consumed\"\n debugMatchMaking('consuming seat reservation, sessionId: \\'%s\\'', client.sessionId);\n\n // share \"after next patch queue\" reference with every client.\n client._afterNextPatchQueue = this._afterNextPatchQueue;\n\n // add temporary callback to keep track of disconnections during `onJoin`.\n client.ref['onleave'] = (_) => client.state = ClientState.LEAVING;\n client.ref.once('close', client.ref['onleave']);\n\n if (isWaitingReconnection) {\n const previousReconnectionToken = this._reconnectingSessionId.get(sessionId);\n if (previousReconnectionToken) {\n this.clients.push(client);\n //\n // await for reconnection:\n // (end user may customize the reconnection token at this step)\n //\n await this._reconnections[previousReconnectionToken]?.[1].resolve(client);\n\n } else {\n const errorMessage = (process.env.NODE_ENV === 'production')\n ? \"already consumed\" // trick possible fraudsters...\n : \"bad reconnection token\" // ...or developers\n throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, errorMessage);\n }\n\n } else {\n try {\n if (authData) {\n client.auth = authData;\n\n } else if (this.onAuth !== Room.prototype.onAuth) {\n client.auth = await this.onAuth(client, joinOptions, req);\n\n if (!client.auth) {\n throw new ServerError(ErrorCode.AUTH_FAILED, 'onAuth failed');\n }\n }\n\n //\n // On async onAuth, client may have been disconnected.\n //\n if (client.readyState !== WebSocket.OPEN) {\n throw new ServerError(Protocol.WS_CLOSE_GOING_AWAY, 'already disconnected');\n }\n\n this.clients.push(client);\n\n //\n // Flag sessionId as non-enumarable so hasReachedMaxClients() doesn't count it\n // (https://github.com/colyseus/colyseus/issues/726)\n //\n Object.defineProperty(this.reservedSeats, sessionId, {\n value: this.reservedSeats[sessionId],\n enumerable: false,\n });\n\n if (this.onJoin) {\n await this.onJoin(client, joinOptions, client.auth);\n }\n\n // client left during `onJoin`, call _onLeave immediately.\n if (client.state === ClientState.LEAVING) {\n throw new Error(\"early_leave\");\n\n } else {\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // emit 'join' to room handler\n this._events.emit('join', client);\n }\n\n } catch (e) {\n await this._onLeave(client, Protocol.WS_CLOSE_GOING_AWAY);\n\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // make sure an error code is provided.\n if (!e.code) {\n e.code = ErrorCode.APPLICATION_ERROR;\n }\n\n throw e;\n }\n }\n\n // state might already be ClientState.LEAVING here\n if (client.state === ClientState.JOINING) {\n client.ref.removeListener('close', client.ref['onleave']);\n\n // only bind _onLeave after onJoin has been successful\n client.ref['onleave'] = this._onLeave.bind(this, client);\n client.ref.once('close', client.ref['onleave']);\n\n // allow client to send messages after onJoin has succeeded.\n client.ref.on('message', this._onMessage.bind(this, client));\n\n // confirm room id that matches the room name requested to join\n client.raw(getMessageBytes[Protocol.JOIN_ROOM](\n client._reconnectionToken,\n this._serializer.id,\n this._serializer.handshake && this._serializer.handshake(),\n ));\n }\n }\n\n /**\n * Allow the specified client to reconnect into the room. Must be used inside `onLeave()` method.\n * If seconds is provided, the reconnection is going to be cancelled after the provided amount of seconds.\n *\n * @param previousClient - The client which is to be waiting until re-connection happens.\n * @param seconds - Timeout period on re-connection in seconds.\n *\n * @returns Deferred<Client> - The differed is a promise like type.\n * This type can forcibly reject the promise by calling `.reject()`.\n */\n public allowReconnection(previousClient: Client, seconds: number | \"manual\"): Deferred<Client> {\n //\n // Return rejected promise if client has never fully JOINED.\n //\n // (having `_enqueuedMessages !== undefined` means that the client has never been at \"ClientState.JOINED\" state)\n //\n if (previousClient._enqueuedMessages !== undefined) {\n // @ts-ignore\n return Promise.reject(new Error(\"not joined\"));\n }\n\n if (seconds === undefined) { // TODO: remove this check\n console.warn(\"DEPRECATED: allowReconnection() requires a second argument. Using \\\"manual\\\" mode.\");\n seconds = \"manual\";\n }\n\n if (seconds === \"manual\") {\n seconds = Infinity;\n }\n\n if (this._internalState === RoomInternalState.DISPOSING) {\n // @ts-ignore\n return Promise.reject(new Error(\"disposing\"));\n }\n\n const sessionId = previousClient.sessionId;\n const reconnectionToken = previousClient._reconnectionToken;\n\n this._reserveSeat(sessionId, true, previousClient.auth, seconds, true);\n\n // keep reconnection reference in case the user reconnects into this room.\n const reconnection = new Deferred<Client>();\n this._reconnections[reconnectionToken] = [sessionId, reconnection];\n\n if (seconds !== Infinity) {\n // expire seat reservation after timeout\n this.reservedSeatTimeouts[sessionId] = setTimeout(() =>\n reconnection.reject(false), seconds * 1000);\n }\n\n const cleanup = () => {\n delete this._reconnections[reconnectionToken];\n delete this.reservedSeats[sessionId];\n delete this.reservedSeatTimeouts[sessionId];\n this._reconnectingSessionId.delete(sessionId);\n };\n\n reconnection.\n then((newClient) => {\n newClient.auth = previousClient.auth;\n newClient.userData = previousClient.userData;\n previousClient.ref = newClient.ref; // swap \"ref\" for convenience\n previousClient.state = ClientState.RECONNECTED;\n clearTimeout(this.reservedSeatTimeouts[sessionId]);\n cleanup();\n }).\n catch(() => {\n cleanup();\n this.resetAutoDisposeTimeout();\n });\n\n return reconnection;\n }\n\n protected resetAutoDisposeTimeout(timeoutInSeconds: number = 1) {\n clearTimeout(this._autoDisposeTimeout);\n\n if (!this.#_autoDispose) {\n return;\n }\n\n this._autoDisposeTimeout = setTimeout(() => {\n this._autoDisposeTimeout = undefined;\n this._disposeIfEmpty();\n }, timeoutInSeconds * 1000);\n }\n\n private broadcastMessageSchema<T extends Schema>(message: T, options: IBroadcastOptions = {}) {\n debugMessage(\"broadcast: %O\", message);\n const encodedMessage = getMessageBytes[Protocol.ROOM_DATA_SCHEMA](message);\n const except = (typeof (options.except) !== \"undefined\")\n ? Array.isArray(options.except)\n ? options.except\n : [options.except]\n : undefined;\n\n let numClients = this.clients.length;\n while (numClients--) {\n const client = this.clients[numClients];\n\n if (!except || !except.includes(client)) {\n client.enqueueRaw(encodedMessage);\n }\n }\n }\n\n private broadcastMessageType(type: string, message?: any, options: IBroadcastOptions = {}) {\n debugMessage(\"broadcast: %O\", message);\n const encodedMessage = getMessageBytes.raw(Protocol.ROOM_DATA, type, message);\n const except = (typeof (options.except) !== \"undefined\")\n ? 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string,\n joinOptions: any = true,\n authData: any = undefined,\n seconds: number = this.seatReservationTime,\n allowReconnection: boolean = false,\n devModeReconnection?: boolean,\n ) {\n if (!allowReconnection && this.hasReachedMaxClients()) {\n return false;\n }\n\n this.reservedSeats[sessionId] = [joinOptions, authData, false, allowReconnection];\n\n if (!allowReconnection) {\n await this._incrementClientCount();\n\n this.reservedSeatTimeouts[sessionId] = setTimeout(async () => {\n delete this.reservedSeats[sessionId];\n delete this.reservedSeatTimeouts[sessionId];\n await this._decrementClientCount();\n }, seconds * 1000);\n\n this.resetAutoDisposeTimeout(seconds);\n }\n\n //\n // isDevMode workaround to allow players to reconnect on devMode\n //\n if (devModeReconnection) {\n this._reconnectingSessionId.set(sessionId, sessionId);\n }\n\n return true;\n }\n\n private _disposeIfEmpty() {\n const willDispose = (\n this.#_onLeaveConcurrent === 0 && // no \"onLeave\" calls in progress\n this.#_autoDispose &&\n this._autoDisposeTimeout === undefined &&\n this.clients.length === 0 &&\n Object.keys(this.reservedSeats).length === 0\n );\n\n if (willDispose) {\n this._events.emit('dispose');\n }\n\n return willDispose;\n }\n\n private async _dispose(): Promise<any> {\n this._internalState = RoomInternalState.DISPOSING;\n\n this.listing.remove();\n\n let userReturnData;\n if (this.onDispose) {\n userReturnData = this.onDispose();\n }\n\n if (this._patchInterval) {\n clearInterval(this._patchInterval);\n this._patchInterval = undefined;\n }\n\n if (this._simulationInterval) {\n clearInterval(this._simulationInterval);\n this._simulationInterval = undefined;\n }\n\n if (this._autoDisposeTimeout) {\n clearInterval(this._autoDisposeTimeout);\n this._autoDisposeTimeout = undefined;\n }\n\n // clear all timeouts/intervals + force to stop ticking\n this.clock.clear();\n this.clock.stop();\n\n return await (userReturnData || Promise.resolve());\n }\n\n private _onMessage(client: Client, bytes: number[]) {\n // skip if client is on LEAVING state.\n if (client.state === ClientState.LEAVING) { return; }\n\n const it: Iterator = { offset: 0 };\n const code = decode.uint8(bytes, it);\n\n if (!bytes) {\n debugAndPrintError(`${this.roomName} (${this.roomId}), couldn't decode message: ${bytes}`);\n return;\n }\n\n if (code === Protocol.ROOM_DATA) {\n const messageType = (decode.stringCheck(bytes, it))\n ? decode.string(bytes, it)\n : decode.number(bytes, it);\n\n let message;\n try {\n message = (bytes.length > it.offset)\n ? unpack(new Uint8Array(bytes.slice(it.offset, bytes.length)))\n : undefined;\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n } catch (e) {\n debugAndPrintError(e);\n client.leave(Protocol.WS_CLOSE_WITH_ERROR);\n return;\n }\n\n if (this.onMessageHandlers[messageType]) {\n this.onMessageHandlers[messageType](client, message);\n\n } else if (this.onMessageHandlers['*']) {\n (this.onMessageHandlers['*'] as 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+ "sourcesContent": ["import http, { IncomingMessage } from 'http';\nimport WebSocket from 'ws'; // TODO: move this to Transport\n\nimport { unpack } from 'msgpackr';\nimport { decode, Iterator, Schema } from '@colyseus/schema';\n\nimport Clock from '@gamestdio/timer';\nimport { EventEmitter } from 'events';\nimport { logger } from './Logger';\n\nimport { Presence } from './presence/Presence';\n\nimport { NoneSerializer } from './serializer/NoneSerializer';\nimport { SchemaSerializer } from './serializer/SchemaSerializer';\nimport { Serializer } from './serializer/Serializer';\n\nimport { ErrorCode, getMessageBytes, Protocol } from './Protocol';\nimport { Deferred, generateId, wrapTryCatch } from './utils/Utils';\nimport { isDevMode } from './utils/DevMode';\n\nimport { debugAndPrintError, debugMatchMaking, debugMessage } from './Debug';\nimport { ServerError } from './errors/ServerError';\nimport { RoomListingData } from './matchmaker/driver';\nimport { Client, ClientArray, ClientState, ISendOptions } from './Transport';\nimport { OnAuthException, OnCreateException, OnDisposeException, OnJoinException, OnLeaveException, OnMessageException, RoomException, SimulationIntervalException, TimedEventException } from './errors/RoomExceptions';\n\nconst DEFAULT_PATCH_RATE = 1000 / 20; // 20fps (50ms)\nconst DEFAULT_SIMULATION_INTERVAL = 1000 / 60; // 60fps (16.66ms)\nconst noneSerializer = new NoneSerializer();\n\nexport const DEFAULT_SEAT_RESERVATION_TIME = Number(process.env.COLYSEUS_SEAT_RESERVATION_TIME || 15);\n\nexport type SimulationCallback = (deltaTime: number) => void;\n\nexport interface IBroadcastOptions extends ISendOptions {\n except?: Client | Client[];\n}\n\nexport enum RoomInternalState {\n CREATING = 0,\n CREATED = 1,\n DISPOSING = 2,\n}\n\nexport type ExtractUserData<T> = T extends ClientArray<infer U> ? U : never;\nexport type ExtractAuthData<T> = T extends ClientArray<infer _, infer U> ? U : never;\n\n/**\n * A Room class is meant to implement a game session, and/or serve as the communication channel\n * between a group of clients.\n *\n * - Rooms are created on demand during matchmaking by default\n * - Room classes must be exposed using `.define()`\n */\nexport abstract class Room<State extends object= any, Metadata= any> {\n\n /**\n * This property will change on these situations:\n * - The maximum number of allowed clients has been reached (`maxClients`)\n * - You manually locked, or unlocked the room using lock() or `unlock()`.\n *\n * @readonly\n */\n public get locked() {\n return this._locked;\n }\n\n public get metadata() {\n return this.listing.metadata;\n }\n\n public listing: RoomListingData<Metadata>;\n\n /**\n * A ClockTimer instance, used for timing events.\n */\n public clock: Clock = new Clock();\n\n #_roomId: string;\n #_roomName: string;\n #_autoDispose: boolean = true;\n #_onLeaveConcurrent: number = 0; // number of onLeave calls in progress\n\n /**\n * Maximum number of clients allowed to connect into the room. When room reaches this limit,\n * it is locked automatically. Unless the room was explicitly locked by you via `lock()` method,\n * the room will be unlocked as soon as a client disconnects from it.\n */\n public maxClients: number = Infinity;\n /**\n * Frequency to send the room state to connected clients, in milliseconds.\n *\n * @default 50ms (20fps)\n */\n public patchRate: number = DEFAULT_PATCH_RATE;\n\n /**\n * The state instance you provided to `setState()`.\n */\n public state: State;\n /**\n * The presence instance. Check Presence API for more details.\n *\n * @see {@link https://docs.colyseus.io/colyseus/server/presence/|Presence API}\n */\n public presence: Presence;\n\n /**\n * The array of connected clients.\n *\n * @see {@link https://docs.colyseus.io/colyseus/server/room/#client|Client instance}\n */\n public clients: ClientArray = new ClientArray();\n\n /** @internal */\n public _events = new EventEmitter();\n\n // seat reservation & reconnection\n protected seatReservationTime: number = DEFAULT_SEAT_RESERVATION_TIME;\n protected reservedSeats: { [sessionId: string]: [any, any, boolean?, boolean?] } = {};\n protected reservedSeatTimeouts: { [sessionId: string]: NodeJS.Timer } = {};\n\n protected _reconnections: { [reconnectionToken: string]: [string, Deferred] } = {};\n private _reconnectingSessionId = new Map<string, string>();\n\n private onMessageHandlers: {[id: string]: (client: Client, message: any) => void} = {};\n\n private _serializer: Serializer<State> = noneSerializer;\n private _afterNextPatchQueue: Array<[string | Client, IArguments]> = [];\n\n private _simulationInterval: NodeJS.Timer;\n private _patchInterval: NodeJS.Timer;\n\n private _internalState: RoomInternalState = RoomInternalState.CREATING;\n private _locked: boolean = false;\n private _lockedExplicitly: boolean = false;\n private _maxClientsReached: boolean = false;\n\n // this timeout prevents rooms that are created by one process, but no client\n // ever had success joining into it on the specified interval.\n private _autoDisposeTimeout: NodeJS.Timer;\n\n // TODO: remove \"presence\" from constructor on 0.16.0\n constructor(presence?: Presence) {\n this.presence = presence;\n\n this._events.once('dispose', () => {\n this._dispose()\n .catch((e) => debugAndPrintError(`onDispose error: ${(e && e.stack || e.message || e || 'promise rejected')}`))\n .finally(() => this._events.emit('disconnect'));\n });\n\n /**\n * If `onUncaughtException` is defined, it will automatically catch exceptions\n */\n if (this.onUncaughtException !== undefined) {\n this.#registerUncaughtExceptionHandlers();\n }\n\n this.setPatchRate(this.patchRate);\n // set default _autoDisposeTimeout\n this.resetAutoDisposeTimeout(this.seatReservationTime);\n }\n\n /**\n * Automatically dispose the room when last client disconnects.\n *\n * @default true\n */\n public get autoDispose() { return this.#_autoDispose; }\n public set autoDispose(value: boolean) {\n if (\n value !== this.#_autoDispose &&\n this._internalState !== RoomInternalState.DISPOSING\n ) {\n this.#_autoDispose = value;\n this.resetAutoDisposeTimeout();\n }\n }\n\n /**\n * The name of the room you provided as first argument for `gameServer.define()`.\n *\n * @returns roomName string\n */\n public get roomName() { return this.#_roomName; }\n /**\n * Setting the name of the room. Overwriting this property is restricted.\n *\n * @param roomName\n */\n public set roomName(roomName: string) {\n if (this.#_roomName) {\n // prevent user from setting roomName after it has been defined.\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"'roomName' cannot be overwritten.\");\n }\n this.#_roomName = roomName;\n }\n\n /**\n * A unique, auto-generated, 9-character-long id of the room.\n * You may replace `this.roomId` during `onCreate()`.\n *\n * @returns roomId string\n */\n public get roomId() { return this.#_roomId; }\n /**\n * Setting the roomId, is restricted in room lifetime except upon room creation.\n *\n * @param roomId\n * @returns roomId string\n */\n public set roomId(roomId: string) {\n if (this._internalState !== RoomInternalState.CREATING && !isDevMode) {\n // prevent user from setting roomId after room has been created.\n throw new ServerError(ErrorCode.APPLICATION_ERROR, \"'roomId' can only be overridden upon room creation.\");\n }\n this.#_roomId = roomId;\n }\n\n // Optional abstract methods\n public onBeforePatch?(state: State): void | Promise<any>;\n public onCreate?(options: any): void | Promise<any>;\n public onJoin?(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n options?: any,\n auth?: ExtractAuthData<typeof this['clients']>,\n ): void | Promise<any>;\n public onLeave?(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n consented?: boolean,\n ): void | Promise<any>;\n public onDispose?(): void | Promise<any>;\n\n /**\n * Define a custom exception handler.\n * If defined, all lifecycle hooks will be wrapped by try/catch, and the exception will be forwarded to this method.\n *\n * These methods will be wrapped by try/catch:\n * - `onMessage`\n * - `onAuth` / `onJoin` / `onLeave` / `onCreate` / `onDispose`\n * - `clock.setTimeout` / `clock.setInterval`\n * - `setSimulationInterval`\n *\n * (Experimental: this feature is subject to change in the future - we're currently getting feedback to improve it)\n */\n public onUncaughtException?(error: RoomException<this>, methodName: 'onCreate' | 'onAuth' | 'onJoin' | 'onLeave' | 'onDispose' | 'onMessage' | 'setSimulationInterval' | 'setInterval' | 'setTimeout'): void;\n\n // TODO: flag as @deprecated on v0.16\n // TOOD: remove instance level `onAuth` on 1.0\n /**\n * onAuth at the instance level will be deprecated in the future.\n * Please use \"static onAuth(token, req) instead\n */\n public onAuth(\n client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>,\n options: any,\n request?: http.IncomingMessage\n ): any | Promise<any> {\n return true;\n }\n\n static async onAuth(token: string, req: IncomingMessage): Promise<unknown> {\n return true;\n }\n\n /**\n * This method is called during graceful shutdown of the server process\n * You may override this method to dispose the room in your own way.\n *\n * Once process reaches room count of 0, the room process will be terminated.\n */\n public onBeforeShutdown() {\n this.disconnect(\n (isDevMode)\n ? Protocol.WS_CLOSE_DEVMODE_RESTART\n : Protocol.WS_CLOSE_CONSENTED\n );\n }\n\n /**\n * devMode: When `devMode` is enabled, `onCacheRoom` method is called during\n * graceful shutdown.\n *\n * Implement this method to return custom data to be cached. `onRestoreRoom`\n * will be called with the data returned by `onCacheRoom`\n */\n public onCacheRoom?(): any;\n\n /**\n * devMode: When `devMode` is enabled, `onRestoreRoom` method is called during\n * process startup, with the data returned by the `onCacheRoom` method.\n */\n public onRestoreRoom?(cached?: any): void;\n\n /**\n * Returns whether the sum of connected clients and reserved seats exceeds maximum number of clients.\n *\n * @returns boolean\n */\n public hasReachedMaxClients(): boolean {\n return (\n (this.clients.length + Object.keys(this.reservedSeats).length) >= this.maxClients ||\n this._internalState === RoomInternalState.DISPOSING\n );\n }\n\n /**\n * Set the number of seconds a room can wait for a client to effectively join the room.\n * You should consider how long your `onAuth()` will have to wait for setting a different seat reservation time.\n * The default value is 15 seconds. You may set the `COLYSEUS_SEAT_RESERVATION_TIME`\n * environment variable if you'd like to change the seat reservation time globally.\n *\n * @default 15 seconds\n *\n * @param seconds - number of seconds.\n * @returns The modified Room object.\n */\n public setSeatReservationTime(seconds: number) {\n this.seatReservationTime = seconds;\n return this;\n }\n\n public hasReservedSeat(sessionId: string, reconnectionToken?: string): boolean {\n const reservedSeat = this.reservedSeats[sessionId];\n\n // seat reservation not found / expired\n if (reservedSeat === undefined) {\n return false;\n }\n\n if (reservedSeat[3]) {\n // reconnection\n return (\n reconnectionToken &&\n this._reconnections[reconnectionToken]?.[0] === sessionId &&\n this._reconnectingSessionId.has(sessionId)\n );\n\n } else {\n // seat reservation not consumed\n return reservedSeat[2] === false;\n }\n }\n\n public checkReconnectionToken(reconnectionToken: string) {\n const sessionId = this._reconnections[reconnectionToken]?.[0];\n const reservedSeat = this.reservedSeats[sessionId];\n\n if (reservedSeat && reservedSeat[3]) {\n this._reconnectingSessionId.set(sessionId, reconnectionToken);\n return sessionId;\n\n } else {\n return undefined;\n }\n }\n\n /**\n * (Optional) Set a simulation interval that can change the state of the game.\n * The simulation interval is your game loop.\n *\n * @default 16.6ms (60fps)\n *\n * @param onTickCallback - You can implement your physics or world updates here!\n * This is a good place to update the room state.\n * @param delay - Interval delay on executing `onTickCallback` in milliseconds.\n */\n public setSimulationInterval(onTickCallback?: SimulationCallback, delay: number = DEFAULT_SIMULATION_INTERVAL): void {\n // clear previous interval in case called setSimulationInterval more than once\n if (this._simulationInterval) { clearInterval(this._simulationInterval); }\n\n if (onTickCallback) {\n if (this.onUncaughtException !== undefined) {\n onTickCallback = wrapTryCatch(onTickCallback, this.onUncaughtException.bind(this), SimulationIntervalException, 'setSimulationInterval');\n }\n\n this._simulationInterval = setInterval(() => {\n this.clock.tick();\n onTickCallback(this.clock.deltaTime);\n }, delay);\n }\n }\n\n public setPatchRate(milliseconds: number | null): void {\n this.patchRate = milliseconds;\n\n // clear previous interval in case called setPatchRate more than once\n if (this._patchInterval) {\n clearInterval(this._patchInterval);\n this._patchInterval = undefined;\n }\n\n if (milliseconds !== null && milliseconds !== 0) {\n this._patchInterval = setInterval(() => this.broadcastPatch(), milliseconds);\n }\n }\n\n public setState(newState: State) {\n this.clock.start();\n\n if ('_definition' in newState) {\n this.setSerializer(new SchemaSerializer());\n }\n\n this._serializer.reset(newState);\n\n this.state = newState;\n }\n\n public setSerializer(serializer: Serializer<State>) {\n this._serializer = serializer;\n }\n\n public async setMetadata(meta: Partial<Metadata>) {\n if (!this.listing.metadata) {\n this.listing.metadata = meta as Metadata;\n\n } else {\n for (const field in meta) {\n if (!meta.hasOwnProperty(field)) { continue; }\n this.listing.metadata[field] = meta[field];\n }\n\n // `MongooseDriver` workaround: persit metadata mutations\n if ('markModified' in this.listing) {\n (this.listing as any).markModified('metadata');\n }\n }\n\n if (this._internalState === RoomInternalState.CREATED) {\n await this.listing.save();\n }\n }\n\n public async setPrivate(bool: boolean = true) {\n if (this.listing.private === bool) return;\n\n this.listing.private = bool;\n\n if (this._internalState === RoomInternalState.CREATED) {\n await this.listing.save();\n }\n\n this._events.emit('visibility-change', bool);\n }\n\n /**\n * Locking the room will remove it from the pool of available rooms for new clients to connect to.\n */\n public async lock() {\n // rooms locked internally aren't explicit locks.\n this._lockedExplicitly = (arguments[0] === undefined);\n\n // skip if already locked.\n if (this._locked) { return; }\n\n this._locked = true;\n\n await this.listing.updateOne({\n $set: { locked: this._locked },\n });\n\n this._events.emit('lock');\n }\n\n /**\n * Unlocking the room returns it to the pool of available rooms for new clients to connect to.\n */\n public async unlock() {\n // only internal usage passes arguments to this function.\n if (arguments[0] === undefined) {\n this._lockedExplicitly = false;\n }\n\n // skip if already locked\n if (!this._locked) { return; }\n\n this._locked = false;\n\n await this.listing.updateOne({\n $set: { locked: this._locked },\n });\n\n this._events.emit('unlock');\n }\n\n public send(client: Client, type: string | number, message: any, options?: ISendOptions): void;\n public send(client: Client, message: Schema, options?: ISendOptions): void;\n public send(client: Client, messageOrType: any, messageOrOptions?: any | ISendOptions, options?: ISendOptions): void {\n logger.warn('DEPRECATION WARNING: use client.send(...) instead of this.send(client, ...)');\n client.send(messageOrType, messageOrOptions, options);\n }\n\n public broadcast(type: string | number, message?: any, options?: IBroadcastOptions);\n public broadcast<T extends Schema>(message: T, options?: IBroadcastOptions);\n public broadcast(\n typeOrSchema: string | number | Schema,\n messageOrOptions?: any | IBroadcastOptions,\n options?: IBroadcastOptions,\n ) {\n const isSchema = (typeof(typeOrSchema) === 'object');\n const opts: IBroadcastOptions = ((isSchema) ? messageOrOptions : options);\n\n if (opts && opts.afterNextPatch) {\n delete opts.afterNextPatch;\n this._afterNextPatchQueue.push(['broadcast', arguments]);\n return;\n }\n\n if (isSchema) {\n this.broadcastMessageSchema(typeOrSchema as Schema, opts);\n\n } else {\n\n this.broadcastMessageType(typeOrSchema as string, messageOrOptions, opts);\n }\n }\n\n /**\n * Checks whether mutations have occurred in the state, and broadcast them to all connected clients.\n */\n public broadcastPatch() {\n if (this.onBeforePatch) {\n this.onBeforePatch(this.state);\n }\n\n if (!this._simulationInterval) {\n this.clock.tick();\n }\n\n if (!this.state) {\n return false;\n }\n\n const hasChanges = this._serializer.applyPatches(this.clients, this.state);\n\n // broadcast messages enqueued for \"after patch\"\n this._dequeueAfterPatchMessages();\n\n return hasChanges;\n }\n\n public onMessage<T = any>(\n messageType: '*',\n callback: (client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>, type: string | number, message: T) => void\n );\n public onMessage<T = any>(\n messageType: string | number,\n callback: (client: Client<ExtractUserData<typeof this['clients']>, ExtractAuthData<typeof this['clients']>>, message: T) => void\n );\n public onMessage(messageType: '*' | string | number, callback: (...args: any[]) => void) {\n this.onMessageHandlers[messageType] = (this.onUncaughtException !== undefined)\n ? wrapTryCatch(callback, this.onUncaughtException.bind(this), OnMessageException, 'onMessage', false, messageType)\n : callback;\n\n // returns a method to unbind the callback\n return () => delete this.onMessageHandlers[messageType];\n }\n\n /**\n * Disconnect all connected clients, and then dispose the room.\n *\n * @param closeCode WebSocket close code (default = 4000, which is a \"consented leave\")\n * @returns Promise<void>\n */\n public disconnect(closeCode: number = Protocol.WS_CLOSE_CONSENTED): Promise<any> {\n // skip if already disposing\n if (this._internalState === RoomInternalState.DISPOSING) {\n return Promise.resolve(`disconnect() ignored: room (${this.roomId}) is already disposing.`);\n\n } else if (this._internalState === RoomInternalState.CREATING) {\n throw new Error(\"cannot disconnect during onCreate()\");\n }\n\n this._internalState = RoomInternalState.DISPOSING;\n this.listing.remove();\n\n this.#_autoDispose = true;\n\n const delayedDisconnection = new Promise<void>((resolve) =>\n this._events.once('disconnect', () => resolve()));\n\n // reject pending reconnections\n for (const [_, reconnection] of Object.values(this._reconnections)) {\n reconnection.reject(new Error(\"disconnecting\"));\n }\n\n let numClients = this.clients.length;\n if (numClients > 0) {\n // clients may have `async onLeave`, room will be disposed after they're fulfilled\n while (numClients--) {\n this._forciblyCloseClient(this.clients[numClients], closeCode);\n }\n\n } else {\n // no clients connected, dispose immediately.\n this._events.emit('dispose');\n }\n\n return delayedDisconnection;\n }\n\n public async ['_onJoin'](client: Client, req?: http.IncomingMessage) {\n const sessionId = client.sessionId;\n\n // generate unique private reconnection token\n client._reconnectionToken = generateId();\n\n if (this.reservedSeatTimeouts[sessionId]) {\n clearTimeout(this.reservedSeatTimeouts[sessionId]);\n delete this.reservedSeatTimeouts[sessionId];\n }\n\n // clear auto-dispose timeout.\n if (this._autoDisposeTimeout) {\n clearTimeout(this._autoDisposeTimeout);\n this._autoDisposeTimeout = undefined;\n }\n\n // get seat reservation options and clear it\n const [joinOptions, authData, isConsumed, isWaitingReconnection] = this.reservedSeats[sessionId];\n\n //\n // TODO: remove this check on 1.0.0\n // - the seat reservation is used to keep track of number of clients and their pending seats (see `hasReachedMaxClients`)\n // - when we fully migrate to static onAuth(), the seat reservation can be removed immediately here\n // - if async onAuth() is in use, the seat reservation is removed after onAuth() is fulfilled.\n // - mark reservation as \"consumed\"\n //\n if (isConsumed) {\n throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, \"already consumed\");\n }\n this.reservedSeats[sessionId][2] = true; // flag seat reservation as \"consumed\"\n debugMatchMaking('consuming seat reservation, sessionId: \\'%s\\'', client.sessionId);\n\n // share \"after next patch queue\" reference with every client.\n client._afterNextPatchQueue = this._afterNextPatchQueue;\n\n // add temporary callback to keep track of disconnections during `onJoin`.\n client.ref['onleave'] = (_) => client.state = ClientState.LEAVING;\n client.ref.once('close', client.ref['onleave']);\n\n if (isWaitingReconnection) {\n const previousReconnectionToken = this._reconnectingSessionId.get(sessionId);\n if (previousReconnectionToken) {\n this.clients.push(client);\n //\n // await for reconnection:\n // (end user may customize the reconnection token at this step)\n //\n await this._reconnections[previousReconnectionToken]?.[1].resolve(client);\n\n } else {\n const errorMessage = (process.env.NODE_ENV === 'production')\n ? \"already consumed\" // trick possible fraudsters...\n : \"bad reconnection token\" // ...or developers\n throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, errorMessage);\n }\n\n } else {\n try {\n if (authData) {\n client.auth = authData;\n\n } else if (this.onAuth !== Room.prototype.onAuth) {\n try {\n client.auth = await this.onAuth(client, joinOptions, req);\n\n if (!client.auth) {\n throw new ServerError(ErrorCode.AUTH_FAILED, 'onAuth failed');\n }\n\n } catch (e) {\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n await this._decrementClientCount();\n throw e;\n }\n }\n\n //\n // On async onAuth, client may have been disconnected.\n //\n if (client.readyState !== WebSocket.OPEN) {\n throw new ServerError(Protocol.WS_CLOSE_GOING_AWAY, 'already disconnected');\n }\n\n this.clients.push(client);\n\n //\n // Flag sessionId as non-enumarable so hasReachedMaxClients() doesn't count it\n // (https://github.com/colyseus/colyseus/issues/726)\n //\n Object.defineProperty(this.reservedSeats, sessionId, {\n value: this.reservedSeats[sessionId],\n enumerable: false,\n });\n\n if (this.onJoin) {\n await this.onJoin(client, joinOptions, client.auth);\n }\n\n // client left during `onJoin`, call _onLeave immediately.\n if (client.state === ClientState.LEAVING) {\n throw new Error(\"early_leave\");\n\n } else {\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // emit 'join' to room handler\n this._events.emit('join', client);\n }\n\n } catch (e) {\n await this._onLeave(client, Protocol.WS_CLOSE_GOING_AWAY);\n\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // make sure an error code is provided.\n if (!e.code) {\n e.code = ErrorCode.APPLICATION_ERROR;\n }\n\n throw e;\n }\n }\n\n // state might already be ClientState.LEAVING here\n if (client.state === ClientState.JOINING) {\n client.ref.removeListener('close', client.ref['onleave']);\n\n // only bind _onLeave after onJoin has been successful\n client.ref['onleave'] = this._onLeave.bind(this, client);\n client.ref.once('close', client.ref['onleave']);\n\n // allow client to send messages after onJoin has succeeded.\n client.ref.on('message', this._onMessage.bind(this, client));\n\n // confirm room id that matches the room name requested to join\n client.raw(getMessageBytes[Protocol.JOIN_ROOM](\n client._reconnectionToken,\n this._serializer.id,\n this._serializer.handshake && this._serializer.handshake(),\n ));\n }\n }\n\n /**\n * Allow the specified client to reconnect into the room. Must be used inside `onLeave()` method.\n * If seconds is provided, the reconnection is going to be cancelled after the provided amount of seconds.\n *\n * @param previousClient - The client which is to be waiting until re-connection happens.\n * @param seconds - Timeout period on re-connection in seconds.\n *\n * @returns Deferred<Client> - The differed is a promise like type.\n * This type can forcibly reject the promise by calling `.reject()`.\n */\n public allowReconnection(previousClient: Client, seconds: number | \"manual\"): Deferred<Client> {\n //\n // Return rejected promise if client has never fully JOINED.\n //\n // (having `_enqueuedMessages !== undefined` means that the client has never been at \"ClientState.JOINED\" state)\n //\n if (previousClient._enqueuedMessages !== undefined) {\n // @ts-ignore\n return Promise.reject(new Error(\"not joined\"));\n }\n\n if (seconds === undefined) { // TODO: remove this check\n console.warn(\"DEPRECATED: allowReconnection() requires a second argument. Using \\\"manual\\\" mode.\");\n seconds = \"manual\";\n }\n\n if (seconds === \"manual\") {\n seconds = Infinity;\n }\n\n if (this._internalState === RoomInternalState.DISPOSING) {\n // @ts-ignore\n return Promise.reject(new Error(\"disposing\"));\n }\n\n const sessionId = previousClient.sessionId;\n const reconnectionToken = previousClient._reconnectionToken;\n\n this._reserveSeat(sessionId, true, previousClient.auth, seconds, true);\n\n // keep reconnection reference in case the user reconnects into this room.\n const reconnection = new Deferred<Client>();\n this._reconnections[reconnectionToken] = [sessionId, reconnection];\n\n if (seconds !== Infinity) {\n // expire seat reservation after timeout\n this.reservedSeatTimeouts[sessionId] = setTimeout(() =>\n reconnection.reject(false), seconds * 1000);\n }\n\n const cleanup = () => {\n delete this._reconnections[reconnectionToken];\n delete this.reservedSeats[sessionId];\n delete this.reservedSeatTimeouts[sessionId];\n this._reconnectingSessionId.delete(sessionId);\n };\n\n reconnection.\n then((newClient) => {\n newClient.auth = previousClient.auth;\n newClient.userData = previousClient.userData;\n previousClient.ref = newClient.ref; // swap \"ref\" for convenience\n previousClient.state = ClientState.RECONNECTED;\n clearTimeout(this.reservedSeatTimeouts[sessionId]);\n cleanup();\n }).\n catch(() => {\n cleanup();\n this.resetAutoDisposeTimeout();\n });\n\n return reconnection;\n }\n\n protected resetAutoDisposeTimeout(timeoutInSeconds: number = 1) {\n clearTimeout(this._autoDisposeTimeout);\n\n if (!this.#_autoDispose) {\n return;\n }\n\n this._autoDisposeTimeout = setTimeout(() => {\n this._autoDisposeTimeout = undefined;\n this._disposeIfEmpty();\n }, timeoutInSeconds * 1000);\n }\n\n private broadcastMessageSchema<T extends Schema>(message: T, options: IBroadcastOptions = {}) {\n debugMessage(\"broadcast: %O\", message);\n const encodedMessage = getMessageBytes[Protocol.ROOM_DATA_SCHEMA](message);\n const except = (typeof (options.except) !== \"undefined\")\n ? Array.isArray(options.except)\n ? options.except\n : [options.except]\n : undefined;\n\n let numClients = this.clients.length;\n while (numClients--) {\n const client = this.clients[numClients];\n\n if (!except || !except.includes(client)) {\n client.enqueueRaw(encodedMessage);\n }\n }\n }\n\n private broadcastMessageType(type: string, message?: any, options: IBroadcastOptions = {}) {\n debugMessage(\"broadcast: %O\", message);\n const encodedMessage = getMessageBytes.raw(Protocol.ROOM_DATA, type, message);\n const except = (typeof (options.except) !== \"undefined\")\n ? Array.isArray(options.except)\n ? options.except\n : [options.except]\n : undefined;\n\n let numClients = this.clients.length;\n while (numClients--) {\n const client = this.clients[numClients];\n\n if (!except || !except.includes(client)) {\n client.enqueueRaw(encodedMessage);\n }\n }\n }\n\n protected sendFullState(client: Client): void {\n client.enqueueRaw(getMessageBytes[Protocol.ROOM_STATE](this._serializer.getFullState(client)));\n }\n\n private _dequeueAfterPatchMessages() {\n const length = this._afterNextPatchQueue.length;\n\n if (length > 0) {\n for (let i = 0; i < length; i++) {\n const [target, args] = this._afterNextPatchQueue[i];\n\n if (target === \"broadcast\") {\n this.broadcast.apply(this, args);\n\n } else {\n (target as Client).raw.apply(target, args);\n }\n }\n\n // new messages may have been added in the meantime,\n // let's splice the ones that have been processed\n this._afterNextPatchQueue.splice(0, length);\n }\n }\n\n private async _reserveSeat(\n sessionId: string,\n joinOptions: any = true,\n authData: any = undefined,\n seconds: number = this.seatReservationTime,\n allowReconnection: boolean = false,\n devModeReconnection?: boolean,\n ) {\n if (!allowReconnection && this.hasReachedMaxClients()) {\n return false;\n }\n\n this.reservedSeats[sessionId] = [joinOptions, authData, false, allowReconnection];\n\n if (!allowReconnection) {\n await this._incrementClientCount();\n\n this.reservedSeatTimeouts[sessionId] = setTimeout(async () => {\n delete this.reservedSeats[sessionId];\n delete this.reservedSeatTimeouts[sessionId];\n await this._decrementClientCount();\n }, seconds * 1000);\n\n this.resetAutoDisposeTimeout(seconds);\n }\n\n //\n // isDevMode workaround to allow players to reconnect on devMode\n //\n if (devModeReconnection) {\n this._reconnectingSessionId.set(sessionId, sessionId);\n }\n\n return true;\n }\n\n private _disposeIfEmpty() {\n const willDispose = (\n this.#_onLeaveConcurrent === 0 && // no \"onLeave\" calls in progress\n this.#_autoDispose &&\n this._autoDisposeTimeout === undefined &&\n this.clients.length === 0 &&\n Object.keys(this.reservedSeats).length === 0\n );\n\n if (willDispose) {\n this._events.emit('dispose');\n }\n\n return willDispose;\n }\n\n private async _dispose(): Promise<any> {\n this._internalState = RoomInternalState.DISPOSING;\n\n this.listing.remove();\n\n let userReturnData;\n if (this.onDispose) {\n userReturnData = this.onDispose();\n }\n\n if (this._patchInterval) {\n clearInterval(this._patchInterval);\n this._patchInterval = undefined;\n }\n\n if (this._simulationInterval) {\n clearInterval(this._simulationInterval);\n this._simulationInterval = undefined;\n }\n\n if (this._autoDisposeTimeout) {\n clearInterval(this._autoDisposeTimeout);\n this._autoDisposeTimeout = undefined;\n }\n\n // clear all timeouts/intervals + force to stop ticking\n this.clock.clear();\n this.clock.stop();\n\n return await (userReturnData || Promise.resolve());\n }\n\n private _onMessage(client: Client, bytes: number[]) {\n // skip if client is on LEAVING state.\n if (client.state === ClientState.LEAVING) { return; }\n\n const it: Iterator = { offset: 0 };\n const code = decode.uint8(bytes, it);\n\n if (!bytes) {\n debugAndPrintError(`${this.roomName} (${this.roomId}), couldn't decode message: ${bytes}`);\n return;\n }\n\n if (code === Protocol.ROOM_DATA) {\n const messageType = (decode.stringCheck(bytes, it))\n ? decode.string(bytes, it)\n : decode.number(bytes, it);\n\n let message;\n try {\n message = (bytes.length > it.offset)\n ? unpack(new Uint8Array(bytes.slice(it.offset, bytes.length)))\n : undefined;\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n } catch (e) {\n debugAndPrintError(e);\n client.leave(Protocol.WS_CLOSE_WITH_ERROR);\n return;\n }\n\n if (this.onMessageHandlers[messageType]) {\n this.onMessageHandlers[messageType](client, message);\n\n } else if (this.onMessageHandlers['*']) {\n (this.onMessageHandlers['*'] as any)(client, messageType, message);\n\n } else {\n const errorMessage = `onMessage for \"${messageType}\" not registered.`;\n debugAndPrintError(errorMessage);\n\n if (isDevMode) {\n // send error code to client in development mode\n client.error(ErrorCode.INVALID_PAYLOAD, errorMessage);\n\n } else {\n // immediately close the connection in production\n client.leave(Protocol.WS_CLOSE_WITH_ERROR, errorMessage);\n }\n }\n\n } else if (code === Protocol.ROOM_DATA_BYTES) {\n const messageType = (decode.stringCheck(bytes, it))\n ? decode.string(bytes, it)\n : decode.number(bytes, it);\n\n const message = bytes.slice(it.offset, bytes.length);\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n\n if (this.onMessageHandlers[messageType]) {\n this.onMessageHandlers[messageType](client, message);\n\n } else if (this.onMessageHandlers['*']) {\n (this.onMessageHandlers['*'] as any)(client, messageType, message);\n\n } else {\n const errorMessage = `onMessage for \"${messageType}\" 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6
6
  "names": ["RoomInternalState"]
7
7
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@colyseus/core",
3
- "version": "0.15.55",
3
+ "version": "0.15.57",
4
4
  "description": "Multiplayer Framework for Node.js.",
5
5
  "input": "./src/index.ts",
6
6
  "main": "./build/index.js",
@@ -32,13 +32,15 @@
32
32
  },
33
33
  "dependencies": {
34
34
  "@colyseus/greeting-banner": "^2.0.0",
35
- "@colyseus/schema": "^2.0.4",
36
35
  "@gamestdio/timer": "^1.3.0",
37
36
  "debug": "^4.3.4",
38
37
  "msgpackr": "^1.9.1",
39
38
  "nanoid": "^2.0.0",
40
39
  "ws": "^7.4.5"
41
40
  },
41
+ "peerDependencies": {
42
+ "@colyseus/schema": "^2.0.4"
43
+ },
42
44
  "publishConfig": {
43
45
  "access": "public"
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  },