@colyseus/core 0.16.0-preview.35 → 0.16.0-preview.36
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/MatchMaker.d.ts +5 -8
- package/build/MatchMaker.js +40 -13
- package/build/MatchMaker.js.map +2 -2
- package/build/MatchMaker.mjs +40 -13
- package/build/MatchMaker.mjs.map +2 -2
- package/build/Protocol.d.ts +3 -3
- package/build/Room.d.ts +30 -8
- package/build/Room.js +91 -35
- package/build/Room.js.map +2 -2
- package/build/Room.mjs +93 -37
- package/build/Room.mjs.map +2 -2
- package/build/Server.d.ts +2 -0
- package/build/Server.js +10 -1
- package/build/Server.js.map +2 -2
- package/build/Server.mjs +10 -1
- package/build/Server.mjs.map +2 -2
- package/build/Stats.d.ts +2 -0
- package/build/Stats.js +37 -2
- package/build/Stats.js.map +2 -2
- package/build/Stats.mjs +25 -2
- package/build/Stats.mjs.map +2 -2
- package/build/Transport.d.ts +5 -0
- package/build/Transport.js.map +2 -2
- package/build/Transport.mjs.map +2 -2
- package/build/errors/RoomExceptions.d.ts +39 -0
- package/build/errors/RoomExceptions.js +100 -0
- package/build/errors/RoomExceptions.js.map +7 -0
- package/build/errors/RoomExceptions.mjs +71 -0
- package/build/errors/RoomExceptions.mjs.map +7 -0
- package/build/index.d.ts +2 -1
- package/build/index.js +19 -0
- package/build/index.js.map +2 -2
- package/build/index.mjs +20 -0
- package/build/index.mjs.map +2 -2
- package/build/matchmaker/controller.d.ts +2 -1
- package/build/matchmaker/controller.js.map +2 -2
- package/build/matchmaker/controller.mjs.map +2 -2
- package/build/matchmaker/driver/index.d.ts +2 -2
- package/build/matchmaker/driver/index.js +2 -2
- package/build/matchmaker/driver/index.js.map +2 -2
- package/build/matchmaker/driver/index.mjs +5 -4
- package/build/matchmaker/driver/index.mjs.map +2 -2
- package/build/matchmaker/driver/local/LocalDriver.js +2 -2
- package/build/matchmaker/driver/local/LocalDriver.js.map +2 -2
- package/build/matchmaker/driver/local/LocalDriver.mjs +2 -2
- package/build/matchmaker/driver/local/LocalDriver.mjs.map +2 -2
- package/build/serializer/SchemaSerializer.d.ts +2 -2
- package/build/serializer/SchemaSerializer.js +1 -1
- package/build/serializer/SchemaSerializer.js.map +2 -2
- package/build/serializer/SchemaSerializer.mjs +1 -1
- package/build/serializer/SchemaSerializer.mjs.map +2 -2
- package/build/utils/Utils.d.ts +4 -1
- package/build/utils/Utils.js +25 -2
- package/build/utils/Utils.js.map +2 -2
- package/build/utils/Utils.mjs +23 -1
- package/build/utils/Utils.mjs.map +2 -2
- package/package.json +10 -5
package/build/Room.js.map
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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';\n\nimport { unpack } from '@colyseus/msgpackr';\nimport { decode, Iterator, $changes } from '@colyseus/schema';\n\nimport Clock from '@colyseus/timer';\nimport { EventEmitter } from 'events';\nimport { logger } from './Logger.js';\n\nimport { Presence } from './presence/Presence.js';\n\nimport { NoneSerializer } from './serializer/NoneSerializer.js';\nimport { SchemaSerializer } from './serializer/SchemaSerializer.js';\nimport { Serializer } from './serializer/Serializer.js';\n\nimport { ErrorCode, getMessageBytes, Protocol } from './Protocol.js';\nimport { Deferred, generateId } from './utils/Utils.js';\nimport { isDevMode } from './utils/DevMode.js';\n\nimport { debugAndPrintError, debugMessage } from './Debug.js';\nimport { ServerError } from './errors/ServerError.js';\nimport { RoomCache } from './matchmaker/driver/local/LocalDriver.js';\nimport { Client, ClientArray, ClientPrivate, ClientState, ISendOptions } from './Transport.js';\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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4
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"sourcesContent": ["import { unpack } from '@colyseus/msgpackr';\nimport { decode, Iterator, $changes } from '@colyseus/schema';\n\nimport Clock from '@colyseus/timer';\nimport { EventEmitter } from 'events';\nimport { logger } from './Logger.js';\n\nimport { Presence } from './presence/Presence.js';\n\nimport { NoneSerializer } from './serializer/NoneSerializer.js';\nimport { SchemaSerializer } from './serializer/SchemaSerializer.js';\nimport { Serializer } from './serializer/Serializer.js';\n\nimport { ErrorCode, getMessageBytes, Protocol } from './Protocol';\nimport { Deferred, generateId, wrapTryCatch } from './utils/Utils.js';\nimport { isDevMode } from './utils/DevMode.js';\n\nimport { debugAndPrintError, debugMatchMaking, debugMessage } from './Debug.js';\nimport { RoomCache } from './matchmaker/driver/api.js';\nimport { ServerError } from './errors/ServerError.js';\nimport { AuthContext, Client, ClientPrivate, ClientArray, ClientState, ISendOptions } from './Transport';\nimport { OnAuthException, OnCreateException, OnDisposeException, OnJoinException, OnLeaveException, OnMessageException, RoomException, SimulationIntervalException, TimedEventException } from './errors/RoomExceptions.js';\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, 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 #_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 /**\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.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\n /**\n * This method is called by the MatchMaker before onCreate()\n * @internal\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 /**\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 public onAuth(\n client: Client<UserData, AuthData>,\n options: any,\n context: AuthContext\n ): any | Promise<any> {\n return true;\n }\n\n static async onAuth(\n token: string,\n options: any,\n context: AuthContext\n ): 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 /**\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] = (this.onUncaughtException !== undefined)\n ? { validate, callback: wrapTryCatch(callback, this.onUncaughtException.bind(this), OnMessageException, 'onMessage', false, messageType) }\n : { validate, callback };\n\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] 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, authContext: AuthContext) {\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, authContext);\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.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 // @ts-ignore: 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 as unknown as ClientPrivate)._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 & 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.#_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 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 debugMatchMaking('onLeave, sessionId: \\'%s\\'', client.sessionId);\n\n // call 'onLeave' method only if the client has been successfully accepted.\n client.state = ClientState.LEAVING;\n\n if (!this.clients.delete(client)) {\n // skip if client already left the room\n return;\n }\n\n if (this.onLeave) {\n try {\n this.#_onLeaveConcurrent++;\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 } finally {\n this.#_onLeaveConcurrent--;\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 // @ts-ignore (client.state may be modified at onLeave())\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\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 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|
|
5
|
+
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|
|
6
6
|
"names": ["RoomInternalState", "Clock"]
|
|
7
7
|
}
|
package/build/Room.mjs
CHANGED
|
@@ -6,12 +6,13 @@ import { EventEmitter } from "events";
|
|
|
6
6
|
import { logger } from "./Logger.mjs";
|
|
7
7
|
import { NoneSerializer } from "./serializer/NoneSerializer.mjs";
|
|
8
8
|
import { SchemaSerializer } from "./serializer/SchemaSerializer.mjs";
|
|
9
|
-
import { ErrorCode, getMessageBytes, Protocol } from "./Protocol
|
|
10
|
-
import { Deferred, generateId } from "./utils/Utils.mjs";
|
|
9
|
+
import { ErrorCode, getMessageBytes, Protocol } from "./Protocol";
|
|
10
|
+
import { Deferred, generateId, wrapTryCatch } from "./utils/Utils.mjs";
|
|
11
11
|
import { isDevMode } from "./utils/DevMode.mjs";
|
|
12
|
-
import { debugAndPrintError, debugMessage } from "./Debug.mjs";
|
|
12
|
+
import { debugAndPrintError, debugMatchMaking, debugMessage } from "./Debug.mjs";
|
|
13
13
|
import { ServerError } from "./errors/ServerError.mjs";
|
|
14
|
-
import { ClientArray, ClientState } from "./Transport
|
|
14
|
+
import { ClientArray, ClientState } from "./Transport";
|
|
15
|
+
import { OnAuthException, OnCreateException, OnDisposeException, OnJoinException, OnLeaveException, OnMessageException, SimulationIntervalException, TimedEventException } from "./errors/RoomExceptions.mjs";
|
|
15
16
|
var DEFAULT_PATCH_RATE = 1e3 / 20;
|
|
16
17
|
var DEFAULT_SIMULATION_INTERVAL = 1e3 / 60;
|
|
17
18
|
var noneSerializer = new NoneSerializer();
|
|
@@ -29,6 +30,8 @@ var Room = class _Room {
|
|
|
29
30
|
* Intervals and timeouts are cleared when the room is disposed.
|
|
30
31
|
*/
|
|
31
32
|
this.clock = new Clock();
|
|
33
|
+
this.#_onLeaveConcurrent = 0;
|
|
34
|
+
// number of onLeave calls in progress
|
|
32
35
|
/**
|
|
33
36
|
* Maximum number of clients allowed to connect into the room. When room reaches this limit,
|
|
34
37
|
* it is locked automatically. Unless the room was explicitly locked by you via `lock()` method,
|
|
@@ -81,8 +84,11 @@ var Room = class _Room {
|
|
|
81
84
|
this._lockedExplicitly = false;
|
|
82
85
|
this._maxClientsReached = false;
|
|
83
86
|
this._events.once("dispose", () => {
|
|
84
|
-
this._dispose().catch((e) => debugAndPrintError(`onDispose error: ${e && e.message || e || "promise rejected"}`)).finally(() => this._events.emit("disconnect"));
|
|
87
|
+
this._dispose().catch((e) => debugAndPrintError(`onDispose error: ${e && e.stack || e.message || e || "promise rejected"}`)).finally(() => this._events.emit("disconnect"));
|
|
85
88
|
});
|
|
89
|
+
if (this.onUncaughtException !== void 0) {
|
|
90
|
+
this.#registerUncaughtExceptionHandlers();
|
|
91
|
+
}
|
|
86
92
|
}
|
|
87
93
|
/**
|
|
88
94
|
* This property will change on these situations:
|
|
@@ -99,9 +105,14 @@ var Room = class _Room {
|
|
|
99
105
|
}
|
|
100
106
|
#_roomId;
|
|
101
107
|
#_roomName;
|
|
108
|
+
#_onLeaveConcurrent;
|
|
102
109
|
#_autoDispose;
|
|
103
110
|
#_patchRate;
|
|
104
111
|
#_patchInterval;
|
|
112
|
+
/**
|
|
113
|
+
* This method is called by the MatchMaker before onCreate()
|
|
114
|
+
* @internal
|
|
115
|
+
*/
|
|
105
116
|
__init() {
|
|
106
117
|
if (this.state) {
|
|
107
118
|
this.setState(this.state);
|
|
@@ -177,18 +188,23 @@ var Room = class _Room {
|
|
|
177
188
|
}
|
|
178
189
|
this.#_roomId = roomId;
|
|
179
190
|
}
|
|
180
|
-
|
|
181
|
-
// TOOD: remove instance level `onAuth` on 1.0
|
|
182
|
-
/**
|
|
183
|
-
* onAuth at the instance level will be deprecated in the future.
|
|
184
|
-
* Please use "static onAuth(token, req) instead
|
|
185
|
-
*/
|
|
186
|
-
onAuth(client, options, request) {
|
|
191
|
+
onAuth(client, options, context) {
|
|
187
192
|
return true;
|
|
188
193
|
}
|
|
189
|
-
static async onAuth(token,
|
|
194
|
+
static async onAuth(token, options, context) {
|
|
190
195
|
return true;
|
|
191
196
|
}
|
|
197
|
+
/**
|
|
198
|
+
* This method is called during graceful shutdown of the server process
|
|
199
|
+
* You may override this method to dispose the room in your own way.
|
|
200
|
+
*
|
|
201
|
+
* Once process reaches room count of 0, the room process will be terminated.
|
|
202
|
+
*/
|
|
203
|
+
onBeforeShutdown() {
|
|
204
|
+
this.disconnect(
|
|
205
|
+
isDevMode ? Protocol.WS_CLOSE_DEVMODE_RESTART : Protocol.WS_CLOSE_CONSENTED
|
|
206
|
+
);
|
|
207
|
+
}
|
|
192
208
|
/**
|
|
193
209
|
* Returns whether the sum of connected clients and reserved seats exceeds maximum number of clients.
|
|
194
210
|
*
|
|
@@ -248,6 +264,9 @@ var Room = class _Room {
|
|
|
248
264
|
clearInterval(this._simulationInterval);
|
|
249
265
|
}
|
|
250
266
|
if (onTickCallback) {
|
|
267
|
+
if (this.onUncaughtException !== void 0) {
|
|
268
|
+
onTickCallback = wrapTryCatch(onTickCallback, this.onUncaughtException.bind(this), SimulationIntervalException, "setSimulationInterval");
|
|
269
|
+
}
|
|
251
270
|
this._simulationInterval = setInterval(() => {
|
|
252
271
|
this.clock.tick();
|
|
253
272
|
onTickCallback(this.clock.deltaTime);
|
|
@@ -370,7 +389,7 @@ var Room = class _Room {
|
|
|
370
389
|
return hasChanges;
|
|
371
390
|
}
|
|
372
391
|
onMessage(messageType, callback, validate) {
|
|
373
|
-
this.onMessageHandlers[messageType] = { callback, validate };
|
|
392
|
+
this.onMessageHandlers[messageType] = this.onUncaughtException !== void 0 ? { validate, callback: wrapTryCatch(callback, this.onUncaughtException.bind(this), OnMessageException, "onMessage", false, messageType) } : { validate, callback };
|
|
374
393
|
return () => delete this.onMessageHandlers[messageType];
|
|
375
394
|
}
|
|
376
395
|
/**
|
|
@@ -390,7 +409,7 @@ var Room = class _Room {
|
|
|
390
409
|
this.#_autoDispose = true;
|
|
391
410
|
const delayedDisconnection = new Promise((resolve) => this._events.once("disconnect", () => resolve()));
|
|
392
411
|
for (const [_, reconnection] of Object.values(this._reconnections)) {
|
|
393
|
-
reconnection.reject();
|
|
412
|
+
reconnection.reject(new Error("disconnecting"));
|
|
394
413
|
}
|
|
395
414
|
let numClients = this.clients.length;
|
|
396
415
|
if (numClients > 0) {
|
|
@@ -402,7 +421,7 @@ var Room = class _Room {
|
|
|
402
421
|
}
|
|
403
422
|
return delayedDisconnection;
|
|
404
423
|
}
|
|
405
|
-
async ["_onJoin"](client,
|
|
424
|
+
async ["_onJoin"](client, authContext) {
|
|
406
425
|
const sessionId = client.sessionId;
|
|
407
426
|
client.reconnectionToken = generateId();
|
|
408
427
|
if (this.reservedSeatTimeouts[sessionId]) {
|
|
@@ -418,6 +437,7 @@ var Room = class _Room {
|
|
|
418
437
|
throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, "already consumed");
|
|
419
438
|
}
|
|
420
439
|
this.reservedSeats[sessionId][2] = true;
|
|
440
|
+
debugMatchMaking("consuming seat reservation, sessionId: '%s'", client.sessionId);
|
|
421
441
|
client._afterNextPatchQueue = this._afterNextPatchQueue;
|
|
422
442
|
client.ref["onleave"] = (_) => client.state = ClientState.LEAVING;
|
|
423
443
|
client.ref.once("close", client.ref["onleave"]);
|
|
@@ -435,9 +455,15 @@ var Room = class _Room {
|
|
|
435
455
|
if (authData) {
|
|
436
456
|
client.auth = authData;
|
|
437
457
|
} else if (this.onAuth !== _Room.prototype.onAuth) {
|
|
438
|
-
|
|
439
|
-
|
|
440
|
-
|
|
458
|
+
try {
|
|
459
|
+
client.auth = await this.onAuth(client, joinOptions, authContext);
|
|
460
|
+
if (!client.auth) {
|
|
461
|
+
throw new ServerError(ErrorCode.AUTH_FAILED, "onAuth failed");
|
|
462
|
+
}
|
|
463
|
+
} catch (e) {
|
|
464
|
+
delete this.reservedSeats[sessionId];
|
|
465
|
+
await this._decrementClientCount();
|
|
466
|
+
throw e;
|
|
441
467
|
}
|
|
442
468
|
}
|
|
443
469
|
if (client.state === ClientState.LEAVING) {
|
|
@@ -451,15 +477,15 @@ var Room = class _Room {
|
|
|
451
477
|
if (this.onJoin) {
|
|
452
478
|
await this.onJoin(client, joinOptions, client.auth);
|
|
453
479
|
}
|
|
454
|
-
this._events.emit("join", client);
|
|
455
|
-
delete this.reservedSeats[sessionId];
|
|
456
480
|
if (client.state === ClientState.LEAVING) {
|
|
457
|
-
|
|
481
|
+
throw new Error("early_leave");
|
|
482
|
+
} else {
|
|
483
|
+
delete this.reservedSeats[sessionId];
|
|
484
|
+
this._events.emit("join", client);
|
|
458
485
|
}
|
|
459
486
|
} catch (e) {
|
|
460
|
-
this.
|
|
487
|
+
await this._onLeave(client, Protocol.WS_CLOSE_GOING_AWAY);
|
|
461
488
|
delete this.reservedSeats[sessionId];
|
|
462
|
-
this._decrementClientCount();
|
|
463
489
|
if (!e.code) {
|
|
464
490
|
e.code = ErrorCode.APPLICATION_ERROR;
|
|
465
491
|
}
|
|
@@ -490,7 +516,7 @@ var Room = class _Room {
|
|
|
490
516
|
*/
|
|
491
517
|
allowReconnection(previousClient, seconds) {
|
|
492
518
|
if (previousClient._enqueuedMessages !== void 0) {
|
|
493
|
-
return
|
|
519
|
+
return Promise.reject(new Error("not joined"));
|
|
494
520
|
}
|
|
495
521
|
if (seconds === void 0) {
|
|
496
522
|
console.warn('DEPRECATED: allowReconnection() requires a second argument. Using "manual" mode.');
|
|
@@ -500,8 +526,7 @@ var Room = class _Room {
|
|
|
500
526
|
seconds = Infinity;
|
|
501
527
|
}
|
|
502
528
|
if (this._internalState === 2 /* DISPOSING */) {
|
|
503
|
-
|
|
504
|
-
return Deferred.reject("disconnecting");
|
|
529
|
+
return Promise.reject(new Error("disposing"));
|
|
505
530
|
}
|
|
506
531
|
const sessionId = previousClient.sessionId;
|
|
507
532
|
const reconnectionToken = previousClient.reconnectionToken;
|
|
@@ -589,7 +614,8 @@ var Room = class _Room {
|
|
|
589
614
|
return true;
|
|
590
615
|
}
|
|
591
616
|
_disposeIfEmpty() {
|
|
592
|
-
const willDispose = this.#
|
|
617
|
+
const willDispose = this.#_onLeaveConcurrent === 0 && // no "onLeave" calls in progress
|
|
618
|
+
this.#_autoDispose && this._autoDisposeTimeout === void 0 && this.clients.length === 0 && Object.keys(this.reservedSeats).length === 0;
|
|
593
619
|
if (willDispose) {
|
|
594
620
|
this._events.emit("dispose");
|
|
595
621
|
}
|
|
@@ -681,15 +707,19 @@ var Room = class _Room {
|
|
|
681
707
|
this._onLeave(client, closeCode).then(() => client.leave(closeCode));
|
|
682
708
|
}
|
|
683
709
|
async _onLeave(client, code) {
|
|
684
|
-
|
|
685
|
-
|
|
686
|
-
|
|
687
|
-
|
|
688
|
-
|
|
689
|
-
|
|
690
|
-
|
|
691
|
-
|
|
692
|
-
|
|
710
|
+
debugMatchMaking("onLeave, sessionId: '%s'", client.sessionId);
|
|
711
|
+
client.state = ClientState.LEAVING;
|
|
712
|
+
if (!this.clients.delete(client)) {
|
|
713
|
+
return;
|
|
714
|
+
}
|
|
715
|
+
if (this.onLeave) {
|
|
716
|
+
try {
|
|
717
|
+
this.#_onLeaveConcurrent++;
|
|
718
|
+
await this.onLeave(client, code === Protocol.WS_CLOSE_CONSENTED);
|
|
719
|
+
} catch (e) {
|
|
720
|
+
debugAndPrintError(`onLeave error: ${e && e.message || e || "promise rejected"}`);
|
|
721
|
+
} finally {
|
|
722
|
+
this.#_onLeaveConcurrent--;
|
|
693
723
|
}
|
|
694
724
|
}
|
|
695
725
|
if (this._reconnections[client.reconnectionToken]) {
|
|
@@ -733,6 +763,32 @@ var Room = class _Room {
|
|
|
733
763
|
}
|
|
734
764
|
return willDispose;
|
|
735
765
|
}
|
|
766
|
+
#registerUncaughtExceptionHandlers() {
|
|
767
|
+
const onUncaughtException = this.onUncaughtException.bind(this);
|
|
768
|
+
const originalSetTimeout = this.clock.setTimeout;
|
|
769
|
+
this.clock.setTimeout = (cb, timeout, ...args) => {
|
|
770
|
+
return originalSetTimeout.call(this.clock, wrapTryCatch(cb, onUncaughtException, TimedEventException, "setTimeout"), timeout, ...args);
|
|
771
|
+
};
|
|
772
|
+
const originalSetInterval = this.clock.setInterval;
|
|
773
|
+
this.clock.setInterval = (cb, timeout, ...args) => {
|
|
774
|
+
return originalSetInterval.call(this.clock, wrapTryCatch(cb, onUncaughtException, TimedEventException, "setInterval"), timeout, ...args);
|
|
775
|
+
};
|
|
776
|
+
if (this.onCreate !== void 0) {
|
|
777
|
+
this.onCreate = wrapTryCatch(this.onCreate.bind(this), onUncaughtException, OnCreateException, "onCreate", true);
|
|
778
|
+
}
|
|
779
|
+
if (this.onAuth !== void 0) {
|
|
780
|
+
this.onAuth = wrapTryCatch(this.onAuth.bind(this), onUncaughtException, OnAuthException, "onAuth", true);
|
|
781
|
+
}
|
|
782
|
+
if (this.onJoin !== void 0) {
|
|
783
|
+
this.onJoin = wrapTryCatch(this.onJoin.bind(this), onUncaughtException, OnJoinException, "onJoin", true);
|
|
784
|
+
}
|
|
785
|
+
if (this.onLeave !== void 0) {
|
|
786
|
+
this.onLeave = wrapTryCatch(this.onLeave.bind(this), onUncaughtException, OnLeaveException, "onLeave", true);
|
|
787
|
+
}
|
|
788
|
+
if (this.onDispose !== void 0) {
|
|
789
|
+
this.onDispose = wrapTryCatch(this.onDispose.bind(this), onUncaughtException, OnDisposeException, "onDispose");
|
|
790
|
+
}
|
|
791
|
+
}
|
|
736
792
|
};
|
|
737
793
|
export {
|
|
738
794
|
DEFAULT_SEAT_RESERVATION_TIME,
|