@colyseus/core 0.16.0-preview.28 → 0.16.0-preview.29
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/Debug.js +4 -0
- package/build/Debug.js.map +1 -1
- package/build/IPC.js.map +1 -1
- package/build/IPC.mjs.map +1 -1
- package/build/MatchMaker.js +7 -0
- package/build/MatchMaker.js.map +1 -1
- package/build/MatchMaker.mjs +3 -0
- package/build/MatchMaker.mjs.map +1 -1
- package/build/Protocol.js.map +1 -1
- package/build/Protocol.mjs.map +1 -1
- package/build/Room.js +123 -2
- package/build/Room.js.map +1 -1
- package/build/Room.mjs +119 -2
- package/build/Room.mjs.map +1 -1
- package/build/Server.js +28 -0
- package/build/Server.js.map +2 -2
- package/build/Server.mjs +24 -0
- package/build/Server.mjs.map +2 -2
- package/build/Stats.js.map +1 -1
- package/build/Stats.mjs.map +1 -1
- package/build/Transport.d.ts +1 -0
- package/build/Transport.js.map +2 -2
- package/build/Transport.mjs.map +2 -2
- package/build/discovery/index.js.map +1 -1
- package/build/discovery/index.mjs.map +1 -1
- package/build/index.js +6 -3
- package/build/index.js.map +1 -1
- package/build/index.mjs +0 -2
- package/build/index.mjs.map +1 -1
- package/build/matchmaker/Lobby.js +5 -2
- package/build/matchmaker/Lobby.js.map +1 -1
- package/build/matchmaker/Lobby.mjs +1 -2
- package/build/matchmaker/Lobby.mjs.map +1 -1
- package/build/matchmaker/RegisteredHandler.js +1 -0
- package/build/matchmaker/RegisteredHandler.js.map +1 -1
- package/build/matchmaker/RegisteredHandler.mjs +1 -0
- package/build/matchmaker/RegisteredHandler.mjs.map +1 -1
- package/build/matchmaker/controller.js +19 -2
- package/build/matchmaker/controller.js.map +1 -1
- package/build/matchmaker/controller.mjs +15 -0
- package/build/matchmaker/controller.mjs.map +1 -1
- package/build/matchmaker/driver/api.js.map +1 -1
- package/build/matchmaker/driver/api.mjs.map +1 -1
- package/build/matchmaker/driver/local/LocalDriver.js.map +1 -1
- package/build/matchmaker/driver/local/LocalDriver.mjs.map +1 -1
- package/build/matchmaker/driver/local/Query.js.map +1 -1
- package/build/matchmaker/driver/local/Query.mjs.map +1 -1
- package/build/matchmaker/driver/local/RoomData.js +1 -1
- package/build/matchmaker/driver/local/RoomData.js.map +1 -1
- package/build/matchmaker/driver/local/RoomData.mjs +1 -1
- package/build/matchmaker/driver/local/RoomData.mjs.map +1 -1
- package/build/presence/LocalPresence.js +4 -0
- package/build/presence/LocalPresence.js.map +1 -1
- package/build/presence/LocalPresence.mjs.map +1 -1
- package/build/rooms/LobbyRoom.js +5 -0
- package/build/rooms/LobbyRoom.js.map +1 -1
- package/build/rooms/LobbyRoom.mjs +1 -0
- package/build/rooms/LobbyRoom.mjs.map +1 -1
- package/build/rooms/RelayRoom.js +2 -0
- package/build/rooms/RelayRoom.js.map +1 -1
- package/build/rooms/RelayRoom.mjs +2 -0
- package/build/rooms/RelayRoom.mjs.map +1 -1
- package/build/serializer/SchemaSerializer.js +2 -0
- package/build/serializer/SchemaSerializer.js.map +1 -1
- package/build/serializer/SchemaSerializer.mjs +2 -0
- package/build/serializer/SchemaSerializer.mjs.map +1 -1
- package/build/utils/DevMode.js +4 -0
- package/build/utils/DevMode.js.map +1 -1
- package/build/utils/DevMode.mjs.map +1 -1
- package/build/utils/Utils.js +4 -0
- package/build/utils/Utils.js.map +1 -1
- package/build/utils/Utils.mjs.map +1 -1
- package/package.json +1 -1
package/build/Room.js
CHANGED
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@@ -17,6 +17,10 @@ var __copyProps = (to, from, except, desc) => {
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return to;
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};
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var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(
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// If the importer is in node compatibility mode or this is not an ESM
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// file that has been converted to a CommonJS file using a Babel-
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// compatible transform (i.e. "__esModule" has not been set), then set
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// "default" to the CommonJS "module.exports" for node compatibility.
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isNodeMode || !mod || !mod.__esModule ? __defProp(target, "default", { value: mod, enumerable: true }) : target,
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mod
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));
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@@ -53,12 +57,38 @@ var RoomInternalState = /* @__PURE__ */ ((RoomInternalState2) => {
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})(RoomInternalState || {});
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class Room {
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constructor() {
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/**
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* Timing events tied to the room instance.
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* Intervals and timeouts are cleared when the room is disposed.
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*/
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this.clock = new import_timer.default();
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/**
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* Maximum number of clients allowed to connect into the room. When room reaches this limit,
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* it is locked automatically. Unless the room was explicitly locked by you via `lock()` method,
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* the room will be unlocked as soon as a client disconnects from it.
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*/
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this.maxClients = Infinity;
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/**
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* Automatically dispose the room when last client disconnects.
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*
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* @default true
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*/
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this.autoDispose = true;
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/**
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* Frequency to send the room state to connected clients, in milliseconds.
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*
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* @default 50ms (20fps)
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*/
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this.patchRate = DEFAULT_PATCH_RATE;
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/**
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* The array of connected clients.
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*
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* @see {@link https://docs.colyseus.io/colyseus/server/room/#client|Client instance}
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*/
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this.clients = new import_Transport.ClientArray();
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/** @internal */
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this._events = new import_events.EventEmitter();
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// seat reservation & reconnection
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this.seatReservationTime = DEFAULT_SEAT_RESERVATION_TIME;
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this.reservedSeats = {};
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this.reservedSeatTimeouts = {};
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@@ -87,6 +117,13 @@ class Room {
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this._dispose().catch((e) => (0, import_Debug.debugAndPrintError)(`onDispose error: ${e && e.message || e || "promise rejected"}`)).finally(() => this._events.emit("disconnect"));
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});
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}
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/**
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* This property will change on these situations:
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* - The maximum number of allowed clients has been reached (`maxClients`)
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* - You manually locked, or unlocked the room using lock() or `unlock()`.
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*
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* @readonly
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*/
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get locked() {
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return this._locked;
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}
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@@ -133,33 +170,77 @@ class Room {
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this.patchRate = this.#_patchRate;
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this.resetAutoDisposeTimeout(this.seatReservationTime);
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}
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/**
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* The name of the room you provided as first argument for `gameServer.define()`.
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*
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* @returns roomName string
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*/
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get roomName() {
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return this.#_roomName;
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}
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/**
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* Setting the name of the room. Overwriting this property is restricted.
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*
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* @param roomName
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*/
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set roomName(roomName) {
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if (this.#_roomName) {
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throw new import_ServerError.ServerError(import_Protocol.ErrorCode.APPLICATION_ERROR, "'roomName' cannot be overwritten.");
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}
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this.#_roomName = roomName;
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}
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/**
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* A unique, auto-generated, 9-character-long id of the room.
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* You may replace `this.roomId` during `onCreate()`.
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*
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* @returns roomId string
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*/
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get roomId() {
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return this.#_roomId;
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}
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/**
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* Setting the roomId, is restricted in room lifetime except upon room creation.
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*
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* @param roomId
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* @returns roomId string
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*/
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set roomId(roomId) {
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if (this._internalState !== 0 /* CREATING */ && !import_DevMode.isDevMode) {
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throw new import_ServerError.ServerError(import_Protocol.ErrorCode.APPLICATION_ERROR, "'roomId' can only be overridden upon room creation.");
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}
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this.#_roomId = roomId;
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}
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// TODO: flag as @deprecated on v0.16
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// TOOD: remove instance level `onAuth` on 1.0
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/**
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* onAuth at the instance level will be deprecated in the future.
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* Please use "static onAuth(token, req) instead
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*/
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onAuth(client, options, request) {
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return true;
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}
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static async onAuth(token, req) {
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return true;
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}
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/**
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* Returns whether the sum of connected clients and reserved seats exceeds maximum number of clients.
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*
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* @returns boolean
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*/
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hasReachedMaxClients() {
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return this.clients.length + Object.keys(this.reservedSeats).length >= this.maxClients || this._internalState === 2 /* DISPOSING */;
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}
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/**
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* Set the number of seconds a room can wait for a client to effectively join the room.
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* You should consider how long your `onAuth()` will have to wait for setting a different seat reservation time.
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* The default value is 15 seconds. You may set the `COLYSEUS_SEAT_RESERVATION_TIME`
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* environment variable if you'd like to change the seat reservation time globally.
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*
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* @default 15 seconds
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*
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* @param seconds - number of seconds.
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* @returns The modified Room object.
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*/
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setSeatReservationTime(seconds) {
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this.seatReservationTime = seconds;
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return this;
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@@ -185,6 +266,16 @@ class Room {
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return void 0;
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}
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}
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/**
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* (Optional) Set a simulation interval that can change the state of the game.
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* The simulation interval is your game loop.
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*
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* @default 16.6ms (60fps)
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*
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* @param onTickCallback - You can implement your physics or world updates here!
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* This is a good place to update the room state.
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* @param delay - Interval delay on executing `onTickCallback` in milliseconds.
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*/
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setSimulationInterval(onTickCallback, delay = DEFAULT_SIMULATION_INTERVAL) {
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if (this._simulationInterval) {
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clearInterval(this._simulationInterval);
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}, delay);
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}
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}
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/**
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* @deprecated Use `.patchRate=` instead.
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*/
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setPatchRate(milliseconds) {
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this.patchRate = milliseconds;
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}
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}
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}
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async setPrivate(bool = true) {
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if (this.listing.private === bool)
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return;
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this.listing.private = bool;
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if (this._internalState === 1 /* CREATED */) {
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await this.listing.save();
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}
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this._events.emit("visibility-change", bool);
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}
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/**
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* Locking the room will remove it from the pool of available rooms for new clients to connect to.
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*/
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async lock() {
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this._lockedExplicitly = arguments[0] === void 0;
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});
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this._events.emit("lock");
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}
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/**
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* Unlocking the room returns it to the pool of available rooms for new clients to connect to.
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*/
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async unlock() {
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if (arguments[0] === void 0) {
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this._lockedExplicitly = false;
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}
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this.broadcastMessageType(type, message, options);
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}
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/**
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* Broadcast bytes (UInt8Arrays) to a particular room
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*/
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broadcastBytes(type, message, options) {
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if (options && options.afterNextPatch) {
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}
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}
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/**
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* Checks whether mutations have occurred in the state, and broadcast them to all connected clients.
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*/
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broadcastPatch() {
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if (this.onBeforePatch) {
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this.onBeforePatch(this.state);
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this.onMessageHandlers[messageType] = { callback, validate };
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return () => delete this.onMessageHandlers[messageType];
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}
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/**
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* Disconnect all connected clients, and then dispose the room.
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*
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* @param closeCode WebSocket close code (default = 4000, which is a "consented leave")
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* @returns Promise<void>
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*/
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disconnect(closeCode = import_Protocol.Protocol.WS_CLOSE_CONSENTED) {
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if (this._internalState === 2 /* DISPOSING */) {
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return Promise.resolve(`disconnect() ignored: room (${this.roomId}) is already disposing.`);
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));
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}
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}
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/**
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* Allow the specified client to reconnect into the room. Must be used inside `onLeave()` method.
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* If seconds is provided, the reconnection is going to be cancelled after the provided amount of seconds.
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*
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* @param previousClient - The client which is to be waiting until re-connection happens.
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* @param seconds - Timeout period on re-connection in seconds.
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*
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* @returns Deferred<Client> - The differed is a promise like type.
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* This type can forcibly reject the promise by calling `.reject()`.
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*/
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allowReconnection(previousClient, seconds) {
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if (previousClient._enqueuedMessages !== void 0) {
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return import_Utils.Deferred.reject("client not joined");
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package/build/Room.js.map
CHANGED
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"version": 3,
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"sources": ["../src/Room.ts"],
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"sourcesContent": ["import http, { IncomingMessage } from 'http';\n\nimport { unpack } from '@colyseus/msgpackr';\nimport { decode, Iterator, $changes } 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 } from './utils/Utils';\nimport { isDevMode } from './utils/DevMode';\n\nimport { debugAndPrintError, debugMessage } from './Debug';\nimport { ServerError } from './errors/ServerError';\nimport { RoomCache } from './matchmaker/driver/local/LocalDriver';\nimport { Client, ClientArray, ClientPrivate, ClientState, ISendOptions } from './Transport';\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\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, UserData = any, AuthData = 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: RoomCache<Metadata>;\n\n /**\n * Timing events tied to the room instance.\n * Intervals and timeouts are cleared when the room is disposed.\n */\n public clock: Clock = new Clock();\n\n #_roomId: string;\n #_roomName: string;\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 /**\n * Automatically dispose the room when last client disconnects.\n *\n * @default true\n */\n public autoDispose: boolean = true;\n #_autoDispose: boolean;\n\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 #_patchRate: number;\n #_patchInterval: NodeJS.Timeout;\n\n /**\n * The state instance you provided to `setState()`.\n */\n public state: State;\n\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<UserData, AuthData> = 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.Timeout } = {};\n\n protected _reconnections: { [reconnectionToken: string]: [string, Deferred] } = {};\n private _reconnectingSessionId = new Map<string, string>();\n\n private onMessageHandlers: {\n [id: string]: {\n callback: (...args: any[]) => void,\n validate?: (data: unknown) => any,\n }\n } = {\n '__no_message_handler': {\n callback: (client: Client, messageType: string, _: unknown) => {\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 };\n\n private _serializer: Serializer<State> = noneSerializer;\n private _afterNextPatchQueue: Array<[string | Client, IArguments]> = [];\n\n private _simulationInterval: NodeJS.Timeout;\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.Timeout;\n\n constructor() {\n this._events.once('dispose', () => {\n this._dispose()\n .catch((e) => debugAndPrintError(`onDispose error: ${(e && e.message || e || 'promise rejected')}`))\n .finally(() => this._events.emit('disconnect'));\n });\n }\n\n protected __init() {\n if (this.state) {\n this.setState(this.state);\n }\n\n this.#_autoDispose = this.autoDispose;\n this.#_patchRate = this.patchRate;\n\n Object.defineProperties(this, {\n autoDispose: {\n enumerable: true,\n get: () => this.#_autoDispose,\n set: (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 patchRate: {\n enumerable: true,\n get: () => this.#_patchRate,\n set: (milliseconds: number) => {\n this.#_patchRate = milliseconds;\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 if (milliseconds !== null && milliseconds !== 0) {\n this.#_patchInterval = setInterval(() => this.broadcastPatch(), milliseconds);\n }\n },\n },\n });\n\n // set patch interval, now with the setter\n this.patchRate = this.#_patchRate;\n\n // set default _autoDisposeTimeout\n this.resetAutoDisposeTimeout(this.seatReservationTime);\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 /**\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?(client: Client<UserData, AuthData>, options?: any, auth?: AuthData): void | Promise<any>;\n public onLeave?(client: Client<UserData, AuthData>, consented?: boolean): void | Promise<any>;\n public onDispose?(): void | Promise<any>;\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(client: Client<UserData, AuthData>, options: any, request?: http.IncomingMessage): 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 * 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 this._simulationInterval = setInterval(() => {\n this.clock.tick();\n onTickCallback(this.clock.deltaTime);\n }, delay);\n }\n }\n\n /**\n * @deprecated Use `.patchRate=` instead.\n */\n public setPatchRate(milliseconds: number | null): void {\n this.patchRate = milliseconds;\n }\n\n public setState(newState: State) {\n this.clock.start();\n\n if (newState[$changes] !== undefined) {\n this.setSerializer(new SchemaSerializer());\n\n } else if ($changes === undefined) {\n throw new Error(\"@colyseus/schema v2 compatibility currently missing (reach out if you need it)\");\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, 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 if (options && options.afterNextPatch) {\n delete options.afterNextPatch;\n this._afterNextPatchQueue.push(['broadcast', arguments]);\n return;\n }\n\n this.broadcastMessageType(type, message, options);\n }\n\n /**\n * Broadcast bytes (UInt8Arrays) to a particular room\n */\n public broadcastBytes(type: string | number, message: Uint8Array, options: IBroadcastOptions) {\n if (options && options.afterNextPatch) {\n delete options.afterNextPatch;\n this._afterNextPatchQueue.push(['broadcastBytes', arguments]);\n return;\n }\n\n this.broadcastMessageType(type as string, message, options);\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<UserData, AuthData>, type: string | number, message: T) => void\n );\n public onMessage<T = any>(\n messageType: string | number,\n callback: (client: Client<UserData, AuthData>, message: T) => void,\n validate?: (message: unknown) => T,\n );\n public onMessage<T = any>(\n messageType: '*' | string | number,\n callback: (...args: any[]) => void,\n validate?: (message: unknown) => T,\n ) {\n this.onMessageHandlers[messageType] = { callback, validate };\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();\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] as Client & ClientPrivate, 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 & ClientPrivate, 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\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.state === ClientState.LEAVING) {\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 // emit 'join' to room handler\n this._events.emit('join', client);\n\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n // client left during `onJoin`, call _onLeave immediately.\n // @ts-ignore\n if (client.state === ClientState.LEAVING) {\n await this._onLeave(client, Protocol.WS_CLOSE_GOING_AWAY);\n }\n\n } catch (e) {\n this.clients.delete(client);\n\n // remove seat reservation\n delete this.reservedSeats[sessionId];\n\n this._decrementClientCount();\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 // skip reconnection if client has never fully JOINED.\n //\n // (having `_enqueuedMessages !== undefined` means that the client has never\n // been at \"ClientState.JOINED\" state)\n //\n if ((previousClient as unknown as ClientPrivate)._enqueuedMessages !== undefined) {\n return Deferred.reject('client 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 this._disposeIfEmpty(); // gracefully shutting down\n return Deferred.reject('disconnecting');\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 & ClientPrivate>();\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 broadcastMessageType(type: number | string, message?: any | Uint8Array, options: IBroadcastOptions = {}) {\n debugMessage(\"broadcast: %O\", message);\n\n const encodedMessage = (message instanceof Uint8Array)\n ? getMessageBytes.raw(Protocol.ROOM_DATA_BYTES, type, undefined, message)\n : getMessageBytes.raw(Protocol.ROOM_DATA, type, message)\n\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.raw(this._serializer.getFullState(client));\n }\n\n protected _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 protected 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 protected _disposeIfEmpty() {\n const willDispose = (\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 protected 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 protected _onMessage(client: Client & ClientPrivate, buffer: Buffer) {\n // skip if client is on LEAVING state.\n if (client.state === ClientState.LEAVING) { return; }\n\n const it: Iterator = { offset: 1 };\n const code = buffer[0];\n\n if (!buffer) {\n debugAndPrintError(`${this.roomName} (${this.roomId}), couldn't decode message: ${buffer}`);\n return;\n }\n\n if (code === Protocol.ROOM_DATA) {\n const messageType = (decode.stringCheck(buffer, it))\n ? decode.string(buffer, it)\n : decode.number(buffer, it);\n const messageTypeHandler = this.onMessageHandlers[messageType];\n\n let message;\n try {\n message = (buffer.byteLength > it.offset)\n ? unpack(buffer.subarray(it.offset, buffer.byteLength))\n : undefined;\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n\n // custom message validation\n if (messageTypeHandler?.validate !== undefined) {\n message = messageTypeHandler.validate(message);\n }\n\n } catch (e) {\n debugAndPrintError(e);\n client.leave(Protocol.WS_CLOSE_WITH_ERROR);\n return;\n }\n\n if (messageTypeHandler) {\n messageTypeHandler.callback(client, message);\n\n } else {\n (this.onMessageHandlers['*'] || this.onMessageHandlers['__no_message_handler']).callback(client, messageType, message);\n }\n\n } else if (code === Protocol.ROOM_DATA_BYTES) {\n const messageType = (decode.stringCheck(buffer, it))\n ? decode.string(buffer, it)\n : decode.number(buffer, it);\n const messageTypeHandler = this.onMessageHandlers[messageType];\n\n let message = buffer.subarray(it.offset, buffer.byteLength);\n debugMessage(\"received: '%s' -> %j\", messageType, message);\n\n // custom message validation\n if (messageTypeHandler?.validate !== undefined) {\n message = messageTypeHandler.validate(message);\n }\n\n if (messageTypeHandler) {\n messageTypeHandler.callback(client, message);\n\n } else {\n (this.onMessageHandlers['*'] || this.onMessageHandlers['__no_message_handler']).callback(client, messageType, message);\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 client._joinedAt = this.clock.elapsedTime;\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 protected _forciblyCloseClient(client: Client & ClientPrivate, closeCode: number) {\n // stop receiving messages from this client\n client.ref.removeAllListeners('message');\n\n // prevent \"onLeave\" from being called twice if player asks to leave\n client.ref.removeListener('close', client.ref['onleave']);\n\n // only effectively close connection when \"onLeave\" is fulfilled\n this._onLeave(client, closeCode).then(() => client.leave(closeCode));\n }\n\n protected async _onLeave(client: Client, code?: number): Promise<any> {\n const success = this.clients.delete(client);\n\n // call 'onLeave' method only if the client has been successfully accepted.\n if (success) {\n client.state = ClientState.LEAVING;\n\n if (this.onLeave) {\n try {\n await this.onLeave(client, (code === Protocol.WS_CLOSE_CONSENTED));\n\n } catch (e) {\n debugAndPrintError(`onLeave error: ${(e && e.message || e || 'promise rejected')}`);\n }\n }\n }\n\n // check for manual \"reconnection\" flow\n if (this._reconnections[client.reconnectionToken]) {\n this._reconnections[client.reconnectionToken][1].catch(async () => {\n await this._onAfterLeave(client);\n });\n\n } else if (client.state !== ClientState.RECONNECTED) {\n await this._onAfterLeave(client);\n }\n }\n\n protected async _onAfterLeave(client: Client) {\n // try to dispose immediately if client reconnection isn't set up.\n const willDispose = await this._decrementClientCount();\n\n // trigger 'leave' only if seat reservation has been fully consumed\n if (this.reservedSeats[client.sessionId] === undefined) {\n this._events.emit('leave', client, willDispose);\n }\n }\n\n protected async _incrementClientCount() {\n // lock automatically when maxClients is reached\n if (!this._locked && this.hasReachedMaxClients()) {\n this._maxClientsReached = true;\n this.lock.call(this, true);\n }\n\n await this.listing.updateOne({\n $inc: { clients: 1 },\n $set: { locked: this._locked },\n });\n }\n\n protected async _decrementClientCount() {\n const willDispose = this._disposeIfEmpty();\n\n if (this._internalState === RoomInternalState.DISPOSING) {\n return true;\n }\n\n // unlock if room is available for new connections\n if (!willDispose) {\n if (this._maxClientsReached && !this._lockedExplicitly) {\n this._maxClientsReached = false;\n this.unlock.call(this, true);\n }\n\n // update room listing cache\n await this.listing.updateOne({\n $inc: { clients: -1 },\n $set: { locked: this._locked },\n });\n }\n\n return willDispose;\n }\n\n}\n"],
|
|
5
|
-
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AA,QACpB,MAAM,EAAE,QAAQ,KAAK,QAAQ;AAAA,MAC/B,CAAC;AAAA,IACH;AAEA,WAAO;AAAA,EACT;AAEF;",
|
|
6
6
|
"names": ["RoomInternalState", "Clock"]
|
|
7
7
|
}
|
package/build/Room.mjs
CHANGED
|
@@ -23,12 +23,38 @@ var RoomInternalState = /* @__PURE__ */ ((RoomInternalState2) => {
|
|
|
23
23
|
})(RoomInternalState || {});
|
|
24
24
|
class Room {
|
|
25
25
|
constructor() {
|
|
26
|
+
/**
|
|
27
|
+
* Timing events tied to the room instance.
|
|
28
|
+
* Intervals and timeouts are cleared when the room is disposed.
|
|
29
|
+
*/
|
|
26
30
|
this.clock = new Clock();
|
|
31
|
+
/**
|
|
32
|
+
* Maximum number of clients allowed to connect into the room. When room reaches this limit,
|
|
33
|
+
* it is locked automatically. Unless the room was explicitly locked by you via `lock()` method,
|
|
34
|
+
* the room will be unlocked as soon as a client disconnects from it.
|
|
35
|
+
*/
|
|
27
36
|
this.maxClients = Infinity;
|
|
37
|
+
/**
|
|
38
|
+
* Automatically dispose the room when last client disconnects.
|
|
39
|
+
*
|
|
40
|
+
* @default true
|
|
41
|
+
*/
|
|
28
42
|
this.autoDispose = true;
|
|
43
|
+
/**
|
|
44
|
+
* Frequency to send the room state to connected clients, in milliseconds.
|
|
45
|
+
*
|
|
46
|
+
* @default 50ms (20fps)
|
|
47
|
+
*/
|
|
29
48
|
this.patchRate = DEFAULT_PATCH_RATE;
|
|
49
|
+
/**
|
|
50
|
+
* The array of connected clients.
|
|
51
|
+
*
|
|
52
|
+
* @see {@link https://docs.colyseus.io/colyseus/server/room/#client|Client instance}
|
|
53
|
+
*/
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30
54
|
this.clients = new ClientArray();
|
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55
|
+
/** @internal */
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31
56
|
this._events = new EventEmitter();
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57
|
+
// seat reservation & reconnection
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32
58
|
this.seatReservationTime = DEFAULT_SEAT_RESERVATION_TIME;
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33
59
|
this.reservedSeats = {};
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34
60
|
this.reservedSeatTimeouts = {};
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|
@@ -57,6 +83,13 @@ class Room {
|
|
|
57
83
|
this._dispose().catch((e) => debugAndPrintError(`onDispose error: ${e && e.message || e || "promise rejected"}`)).finally(() => this._events.emit("disconnect"));
|
|
58
84
|
});
|
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59
85
|
}
|
|
86
|
+
/**
|
|
87
|
+
* This property will change on these situations:
|
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88
|
+
* - The maximum number of allowed clients has been reached (`maxClients`)
|
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89
|
+
* - You manually locked, or unlocked the room using lock() or `unlock()`.
|
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90
|
+
*
|
|
91
|
+
* @readonly
|
|
92
|
+
*/
|
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60
93
|
get locked() {
|
|
61
94
|
return this._locked;
|
|
62
95
|
}
|
|
@@ -103,33 +136,77 @@ class Room {
|
|
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103
136
|
this.patchRate = this.#_patchRate;
|
|
104
137
|
this.resetAutoDisposeTimeout(this.seatReservationTime);
|
|
105
138
|
}
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|
139
|
+
/**
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140
|
+
* The name of the room you provided as first argument for `gameServer.define()`.
|
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|
+
*
|
|
142
|
+
* @returns roomName string
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|
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|
+
*/
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|
106
144
|
get roomName() {
|
|
107
145
|
return this.#_roomName;
|
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108
146
|
}
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|
+
/**
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+
* Setting the name of the room. Overwriting this property is restricted.
|
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|
+
*
|
|
150
|
+
* @param roomName
|
|
151
|
+
*/
|
|
109
152
|
set roomName(roomName) {
|
|
110
153
|
if (this.#_roomName) {
|
|
111
154
|
throw new ServerError(ErrorCode.APPLICATION_ERROR, "'roomName' cannot be overwritten.");
|
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112
155
|
}
|
|
113
156
|
this.#_roomName = roomName;
|
|
114
157
|
}
|
|
158
|
+
/**
|
|
159
|
+
* A unique, auto-generated, 9-character-long id of the room.
|
|
160
|
+
* You may replace `this.roomId` during `onCreate()`.
|
|
161
|
+
*
|
|
162
|
+
* @returns roomId string
|
|
163
|
+
*/
|
|
115
164
|
get roomId() {
|
|
116
165
|
return this.#_roomId;
|
|
117
166
|
}
|
|
167
|
+
/**
|
|
168
|
+
* Setting the roomId, is restricted in room lifetime except upon room creation.
|
|
169
|
+
*
|
|
170
|
+
* @param roomId
|
|
171
|
+
* @returns roomId string
|
|
172
|
+
*/
|
|
118
173
|
set roomId(roomId) {
|
|
119
174
|
if (this._internalState !== 0 /* CREATING */ && !isDevMode) {
|
|
120
175
|
throw new ServerError(ErrorCode.APPLICATION_ERROR, "'roomId' can only be overridden upon room creation.");
|
|
121
176
|
}
|
|
122
177
|
this.#_roomId = roomId;
|
|
123
178
|
}
|
|
179
|
+
// TODO: flag as @deprecated on v0.16
|
|
180
|
+
// TOOD: remove instance level `onAuth` on 1.0
|
|
181
|
+
/**
|
|
182
|
+
* onAuth at the instance level will be deprecated in the future.
|
|
183
|
+
* Please use "static onAuth(token, req) instead
|
|
184
|
+
*/
|
|
124
185
|
onAuth(client, options, request) {
|
|
125
186
|
return true;
|
|
126
187
|
}
|
|
127
188
|
static async onAuth(token, req) {
|
|
128
189
|
return true;
|
|
129
190
|
}
|
|
191
|
+
/**
|
|
192
|
+
* Returns whether the sum of connected clients and reserved seats exceeds maximum number of clients.
|
|
193
|
+
*
|
|
194
|
+
* @returns boolean
|
|
195
|
+
*/
|
|
130
196
|
hasReachedMaxClients() {
|
|
131
197
|
return this.clients.length + Object.keys(this.reservedSeats).length >= this.maxClients || this._internalState === 2 /* DISPOSING */;
|
|
132
198
|
}
|
|
199
|
+
/**
|
|
200
|
+
* Set the number of seconds a room can wait for a client to effectively join the room.
|
|
201
|
+
* You should consider how long your `onAuth()` will have to wait for setting a different seat reservation time.
|
|
202
|
+
* The default value is 15 seconds. You may set the `COLYSEUS_SEAT_RESERVATION_TIME`
|
|
203
|
+
* environment variable if you'd like to change the seat reservation time globally.
|
|
204
|
+
*
|
|
205
|
+
* @default 15 seconds
|
|
206
|
+
*
|
|
207
|
+
* @param seconds - number of seconds.
|
|
208
|
+
* @returns The modified Room object.
|
|
209
|
+
*/
|
|
133
210
|
setSeatReservationTime(seconds) {
|
|
134
211
|
this.seatReservationTime = seconds;
|
|
135
212
|
return this;
|
|
@@ -155,6 +232,16 @@ class Room {
|
|
|
155
232
|
return void 0;
|
|
156
233
|
}
|
|
157
234
|
}
|
|
235
|
+
/**
|
|
236
|
+
* (Optional) Set a simulation interval that can change the state of the game.
|
|
237
|
+
* The simulation interval is your game loop.
|
|
238
|
+
*
|
|
239
|
+
* @default 16.6ms (60fps)
|
|
240
|
+
*
|
|
241
|
+
* @param onTickCallback - You can implement your physics or world updates here!
|
|
242
|
+
* This is a good place to update the room state.
|
|
243
|
+
* @param delay - Interval delay on executing `onTickCallback` in milliseconds.
|
|
244
|
+
*/
|
|
158
245
|
setSimulationInterval(onTickCallback, delay = DEFAULT_SIMULATION_INTERVAL) {
|
|
159
246
|
if (this._simulationInterval) {
|
|
160
247
|
clearInterval(this._simulationInterval);
|
|
@@ -166,6 +253,9 @@ class Room {
|
|
|
166
253
|
}, delay);
|
|
167
254
|
}
|
|
168
255
|
}
|
|
256
|
+
/**
|
|
257
|
+
* @deprecated Use `.patchRate=` instead.
|
|
258
|
+
*/
|
|
169
259
|
setPatchRate(milliseconds) {
|
|
170
260
|
this.patchRate = milliseconds;
|
|
171
261
|
}
|
|
@@ -201,14 +291,16 @@ class Room {
|
|
|
201
291
|
}
|
|
202
292
|
}
|
|
203
293
|
async setPrivate(bool = true) {
|
|
204
|
-
if (this.listing.private === bool)
|
|
205
|
-
return;
|
|
294
|
+
if (this.listing.private === bool) return;
|
|
206
295
|
this.listing.private = bool;
|
|
207
296
|
if (this._internalState === 1 /* CREATED */) {
|
|
208
297
|
await this.listing.save();
|
|
209
298
|
}
|
|
210
299
|
this._events.emit("visibility-change", bool);
|
|
211
300
|
}
|
|
301
|
+
/**
|
|
302
|
+
* Locking the room will remove it from the pool of available rooms for new clients to connect to.
|
|
303
|
+
*/
|
|
212
304
|
async lock() {
|
|
213
305
|
this._lockedExplicitly = arguments[0] === void 0;
|
|
214
306
|
if (this._locked) {
|
|
@@ -220,6 +312,9 @@ class Room {
|
|
|
220
312
|
});
|
|
221
313
|
this._events.emit("lock");
|
|
222
314
|
}
|
|
315
|
+
/**
|
|
316
|
+
* Unlocking the room returns it to the pool of available rooms for new clients to connect to.
|
|
317
|
+
*/
|
|
223
318
|
async unlock() {
|
|
224
319
|
if (arguments[0] === void 0) {
|
|
225
320
|
this._lockedExplicitly = false;
|
|
@@ -245,6 +340,9 @@ class Room {
|
|
|
245
340
|
}
|
|
246
341
|
this.broadcastMessageType(type, message, options);
|
|
247
342
|
}
|
|
343
|
+
/**
|
|
344
|
+
* Broadcast bytes (UInt8Arrays) to a particular room
|
|
345
|
+
*/
|
|
248
346
|
broadcastBytes(type, message, options) {
|
|
249
347
|
if (options && options.afterNextPatch) {
|
|
250
348
|
delete options.afterNextPatch;
|
|
@@ -253,6 +351,9 @@ class Room {
|
|
|
253
351
|
}
|
|
254
352
|
this.broadcastMessageType(type, message, options);
|
|
255
353
|
}
|
|
354
|
+
/**
|
|
355
|
+
* Checks whether mutations have occurred in the state, and broadcast them to all connected clients.
|
|
356
|
+
*/
|
|
256
357
|
broadcastPatch() {
|
|
257
358
|
if (this.onBeforePatch) {
|
|
258
359
|
this.onBeforePatch(this.state);
|
|
@@ -271,6 +372,12 @@ class Room {
|
|
|
271
372
|
this.onMessageHandlers[messageType] = { callback, validate };
|
|
272
373
|
return () => delete this.onMessageHandlers[messageType];
|
|
273
374
|
}
|
|
375
|
+
/**
|
|
376
|
+
* Disconnect all connected clients, and then dispose the room.
|
|
377
|
+
*
|
|
378
|
+
* @param closeCode WebSocket close code (default = 4000, which is a "consented leave")
|
|
379
|
+
* @returns Promise<void>
|
|
380
|
+
*/
|
|
274
381
|
disconnect(closeCode = Protocol.WS_CLOSE_CONSENTED) {
|
|
275
382
|
if (this._internalState === 2 /* DISPOSING */) {
|
|
276
383
|
return Promise.resolve(`disconnect() ignored: room (${this.roomId}) is already disposing.`);
|
|
@@ -370,6 +477,16 @@ class Room {
|
|
|
370
477
|
));
|
|
371
478
|
}
|
|
372
479
|
}
|
|
480
|
+
/**
|
|
481
|
+
* Allow the specified client to reconnect into the room. Must be used inside `onLeave()` method.
|
|
482
|
+
* If seconds is provided, the reconnection is going to be cancelled after the provided amount of seconds.
|
|
483
|
+
*
|
|
484
|
+
* @param previousClient - The client which is to be waiting until re-connection happens.
|
|
485
|
+
* @param seconds - Timeout period on re-connection in seconds.
|
|
486
|
+
*
|
|
487
|
+
* @returns Deferred<Client> - The differed is a promise like type.
|
|
488
|
+
* This type can forcibly reject the promise by calling `.reject()`.
|
|
489
|
+
*/
|
|
373
490
|
allowReconnection(previousClient, seconds) {
|
|
374
491
|
if (previousClient._enqueuedMessages !== void 0) {
|
|
375
492
|
return Deferred.reject("client not joined");
|