@esengine/server 1.1.4 → 1.2.0

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@@ -0,0 +1,744 @@
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+ import { __name, __publicField } from './chunk-T626JPC7.js';
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+ import * as path from 'path';
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+ import { serve } from '@esengine/rpc/server';
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+ import { rpc } from '@esengine/rpc';
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+ import * as fs from 'fs';
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+ import { pathToFileURL } from 'url';
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+
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+ // src/room/Player.ts
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+ var _Player = class _Player {
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+ constructor(options) {
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+ __publicField(this, "id");
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+ __publicField(this, "roomId");
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+ __publicField(this, "data");
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+ __publicField(this, "_conn");
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+ __publicField(this, "_sendFn");
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+ __publicField(this, "_leaveFn");
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+ this.id = options.id;
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+ this.roomId = options.roomId;
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+ this._conn = options.conn;
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+ this._sendFn = options.sendFn;
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+ this._leaveFn = options.leaveFn;
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+ this.data = options.initialData ?? {};
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+ }
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+ /**
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+ * @zh 获取底层连接
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+ * @en Get underlying connection
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+ */
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+ get connection() {
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+ return this._conn;
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+ }
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+ /**
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+ * @zh 发送消息给玩家
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+ * @en Send message to player
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+ */
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+ send(type, data) {
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+ this._sendFn(this._conn, type, data);
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+ }
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+ /**
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+ * @zh 让玩家离开房间
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+ * @en Make player leave the room
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+ */
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+ leave(reason) {
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+ this._leaveFn(this, reason);
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+ }
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+ };
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+ __name(_Player, "Player");
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+ var Player = _Player;
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+
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+ // src/room/Room.ts
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+ var MESSAGE_HANDLERS = /* @__PURE__ */ Symbol("messageHandlers");
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+ var _Room = class _Room {
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+ constructor() {
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+ // ========================================================================
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+ // 配置 | Configuration
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+ // ========================================================================
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+ /**
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+ * @zh 最大玩家数
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+ * @en Maximum players
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+ */
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+ __publicField(this, "maxPlayers", 16);
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+ /**
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+ * @zh Tick 速率(每秒),0 = 不自动 tick
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+ * @en Tick rate (per second), 0 = no auto tick
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+ */
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+ __publicField(this, "tickRate", 0);
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+ /**
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+ * @zh 空房间自动销毁
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+ * @en Auto dispose when empty
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+ */
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+ __publicField(this, "autoDispose", true);
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+ // ========================================================================
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+ // 状态 | State
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+ // ========================================================================
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+ /**
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+ * @zh 房间状态
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+ * @en Room state
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+ */
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+ __publicField(this, "state", {});
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+ // ========================================================================
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+ // 内部属性 | Internal properties
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+ // ========================================================================
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+ __publicField(this, "_id", "");
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+ __publicField(this, "_players", /* @__PURE__ */ new Map());
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+ __publicField(this, "_locked", false);
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+ __publicField(this, "_disposed", false);
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+ __publicField(this, "_tickInterval", null);
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+ __publicField(this, "_lastTickTime", 0);
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+ __publicField(this, "_broadcastFn", null);
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+ __publicField(this, "_sendFn", null);
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+ __publicField(this, "_disposeFn", null);
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+ }
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+ // ========================================================================
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+ // 只读属性 | Readonly properties
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+ // ========================================================================
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+ /**
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+ * @zh 房间 ID
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+ * @en Room ID
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+ */
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+ get id() {
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+ return this._id;
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+ }
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+ /**
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+ * @zh 所有玩家
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+ * @en All players
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+ */
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+ get players() {
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+ return Array.from(this._players.values());
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+ }
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+ /**
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+ * @zh 玩家数量
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+ * @en Player count
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+ */
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+ get playerCount() {
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+ return this._players.size;
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+ }
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+ /**
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+ * @zh 是否已满
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+ * @en Is full
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+ */
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+ get isFull() {
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+ return this._players.size >= this.maxPlayers;
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+ }
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+ /**
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+ * @zh 是否已锁定
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+ * @en Is locked
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+ */
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+ get isLocked() {
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+ return this._locked;
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+ }
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+ /**
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+ * @zh 是否已销毁
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+ * @en Is disposed
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+ */
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+ get isDisposed() {
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+ return this._disposed;
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+ }
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+ // ========================================================================
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+ // 生命周期 | Lifecycle
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+ // ========================================================================
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+ /**
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+ * @zh 房间创建时调用
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+ * @en Called when room is created
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+ */
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+ onCreate(options) {
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+ }
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+ /**
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+ * @zh 玩家加入时调用
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+ * @en Called when player joins
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+ */
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+ onJoin(player) {
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+ }
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+ /**
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+ * @zh 玩家离开时调用
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+ * @en Called when player leaves
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+ */
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+ onLeave(player, reason) {
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+ }
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+ /**
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+ * @zh 游戏循环
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+ * @en Game tick
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+ */
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+ onTick(dt) {
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+ }
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+ /**
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+ * @zh 房间销毁时调用
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+ * @en Called when room is disposed
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+ */
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+ onDispose() {
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+ }
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+ // ========================================================================
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+ // 公共方法 | Public methods
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+ // ========================================================================
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+ /**
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+ * @zh 广播消息给所有玩家
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+ * @en Broadcast message to all players
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+ */
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+ broadcast(type, data) {
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+ for (const player of this._players.values()) {
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+ player.send(type, data);
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+ }
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+ }
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+ /**
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+ * @zh 广播消息给除指定玩家外的所有玩家
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+ * @en Broadcast message to all players except one
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+ */
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+ broadcastExcept(except, type, data) {
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+ for (const player of this._players.values()) {
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+ if (player.id !== except.id) {
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+ player.send(type, data);
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+ }
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+ }
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+ }
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+ /**
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+ * @zh 获取玩家
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+ * @en Get player by id
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+ */
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+ getPlayer(id) {
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+ return this._players.get(id);
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+ }
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+ /**
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+ * @zh 踢出玩家
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+ * @en Kick player
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+ */
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+ kick(player, reason) {
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+ player.leave(reason ?? "kicked");
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+ }
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+ /**
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+ * @zh 锁定房间
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+ * @en Lock room
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+ */
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+ lock() {
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+ this._locked = true;
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+ }
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+ /**
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+ * @zh 解锁房间
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+ * @en Unlock room
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+ */
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+ unlock() {
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+ this._locked = false;
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+ }
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+ /**
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+ * @zh 手动销毁房间
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+ * @en Manually dispose room
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+ */
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+ dispose() {
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+ if (this._disposed) return;
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+ this._disposed = true;
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+ this._stopTick();
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+ for (const player of this._players.values()) {
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+ player.leave("room_disposed");
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+ }
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+ this._players.clear();
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+ this.onDispose();
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+ this._disposeFn?.();
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+ }
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+ // ========================================================================
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+ // 内部方法 | Internal methods
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+ // ========================================================================
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+ /**
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+ * @internal
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+ */
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+ _init(options) {
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+ this._id = options.id;
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+ this._sendFn = options.sendFn;
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+ this._broadcastFn = options.broadcastFn;
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+ this._disposeFn = options.disposeFn;
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+ }
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+ /**
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+ * @internal
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+ */
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+ async _create(options) {
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+ await this.onCreate(options);
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+ this._startTick();
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+ }
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+ /**
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+ * @internal
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+ */
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+ async _addPlayer(id, conn) {
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+ if (this._locked || this.isFull || this._disposed) {
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+ return null;
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+ }
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+ const player = new Player({
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+ id,
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+ roomId: this._id,
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+ conn,
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+ sendFn: this._sendFn,
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+ leaveFn: /* @__PURE__ */ __name((p, reason) => this._removePlayer(p.id, reason), "leaveFn")
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+ });
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+ this._players.set(id, player);
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+ await this.onJoin(player);
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+ return player;
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+ }
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+ /**
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+ * @internal
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+ */
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+ async _removePlayer(id, reason) {
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+ const player = this._players.get(id);
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+ if (!player) return;
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+ this._players.delete(id);
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+ await this.onLeave(player, reason);
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+ if (this.autoDispose && this._players.size === 0) {
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+ this.dispose();
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+ }
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+ }
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+ /**
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+ * @internal
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+ */
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+ _handleMessage(type, data, playerId) {
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+ const player = this._players.get(playerId);
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+ if (!player) return;
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+ const handlers = this.constructor[MESSAGE_HANDLERS];
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+ if (handlers) {
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+ for (const handler of handlers) {
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+ if (handler.type === type) {
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+ const method = this[handler.method];
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+ if (typeof method === "function") {
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+ method.call(this, data, player);
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+ }
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+ }
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+ }
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+ }
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+ }
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+ _startTick() {
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+ if (this.tickRate <= 0) return;
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+ this._lastTickTime = performance.now();
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+ this._tickInterval = setInterval(() => {
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+ const now = performance.now();
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+ const dt = (now - this._lastTickTime) / 1e3;
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+ this._lastTickTime = now;
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+ this.onTick(dt);
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+ }, 1e3 / this.tickRate);
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+ }
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+ _stopTick() {
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+ if (this._tickInterval) {
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+ clearInterval(this._tickInterval);
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+ this._tickInterval = null;
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+ }
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+ }
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+ };
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+ __name(_Room, "Room");
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+ var Room = _Room;
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+ function registerMessageHandler(target, type, method) {
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+ if (!target[MESSAGE_HANDLERS]) {
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+ target[MESSAGE_HANDLERS] = [];
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+ }
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+ target[MESSAGE_HANDLERS].push({
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+ type,
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+ method
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+ });
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+ }
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+ __name(registerMessageHandler, "registerMessageHandler");
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+
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+ // src/room/decorators.ts
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+ function onMessage(type) {
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+ return function(target, propertyKey, _descriptor) {
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+ registerMessageHandler(target.constructor, type, propertyKey);
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+ };
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+ }
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+ __name(onMessage, "onMessage");
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+ function fileNameToHandlerName(fileName) {
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+ const baseName = fileName.replace(/\.(ts|js|mts|mjs)$/, "");
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+ return baseName.split(/[-_]/).map((part) => part.charAt(0).toUpperCase() + part.slice(1)).join("");
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+ }
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+ __name(fileNameToHandlerName, "fileNameToHandlerName");
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+ function scanDirectory(dir) {
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+ if (!fs.existsSync(dir)) {
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+ return [];
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+ }
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+ const files = [];
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+ const entries = fs.readdirSync(dir, {
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+ withFileTypes: true
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+ });
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+ for (const entry of entries) {
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+ if (entry.isFile() && /\.(ts|js|mts|mjs)$/.test(entry.name)) {
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+ if (entry.name.startsWith("_") || entry.name.startsWith("index.")) {
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+ continue;
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+ }
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+ files.push(path.join(dir, entry.name));
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+ }
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+ }
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+ return files;
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+ }
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+ __name(scanDirectory, "scanDirectory");
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+ async function loadApiHandlers(apiDir) {
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+ const files = scanDirectory(apiDir);
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+ const handlers = [];
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+ for (const filePath of files) {
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+ try {
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+ const fileUrl = pathToFileURL(filePath).href;
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+ const module = await import(fileUrl);
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+ const definition = module.default;
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+ if (definition && typeof definition.handler === "function") {
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+ const name = fileNameToHandlerName(path.basename(filePath));
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+ handlers.push({
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+ name,
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+ path: filePath,
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+ definition
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+ });
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+ }
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+ } catch (err) {
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+ console.warn(`[Server] Failed to load API handler: ${filePath}`, err);
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+ }
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+ }
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+ return handlers;
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+ }
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+ __name(loadApiHandlers, "loadApiHandlers");
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+ async function loadMsgHandlers(msgDir) {
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+ const files = scanDirectory(msgDir);
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+ const handlers = [];
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+ for (const filePath of files) {
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+ try {
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+ const fileUrl = pathToFileURL(filePath).href;
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+ const module = await import(fileUrl);
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+ const definition = module.default;
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+ if (definition && typeof definition.handler === "function") {
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+ const name = fileNameToHandlerName(path.basename(filePath));
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+ handlers.push({
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+ name,
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+ path: filePath,
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+ definition
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+ });
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+ }
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+ } catch (err) {
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+ console.warn(`[Server] Failed to load msg handler: ${filePath}`, err);
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+ }
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+ }
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+ return handlers;
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+ }
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+ __name(loadMsgHandlers, "loadMsgHandlers");
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+
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+ // src/room/RoomManager.ts
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+ var _RoomManager = class _RoomManager {
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+ constructor(sendFn) {
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+ __publicField(this, "_definitions", /* @__PURE__ */ new Map());
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+ __publicField(this, "_rooms", /* @__PURE__ */ new Map());
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+ __publicField(this, "_playerToRoom", /* @__PURE__ */ new Map());
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+ __publicField(this, "_nextRoomId", 1);
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+ __publicField(this, "_sendFn");
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+ this._sendFn = sendFn;
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+ }
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+ /**
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+ * @zh 注册房间类型
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+ * @en Define room type
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+ */
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+ define(name, roomClass) {
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+ this._definitions.set(name, {
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+ roomClass
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+ });
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+ }
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+ /**
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+ * @zh 创建房间
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+ * @en Create room
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+ */
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+ async create(name, options) {
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+ const def = this._definitions.get(name);
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+ if (!def) {
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+ console.warn(`[RoomManager] Room type not found: ${name}`);
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+ return null;
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+ }
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+ const roomId = this._generateRoomId();
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+ const room = new def.roomClass();
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+ room._init({
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+ id: roomId,
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+ sendFn: this._sendFn,
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+ broadcastFn: /* @__PURE__ */ __name((type, data) => {
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+ for (const player of room.players) {
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+ player.send(type, data);
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+ }
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+ }, "broadcastFn"),
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+ disposeFn: /* @__PURE__ */ __name(() => {
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+ this._rooms.delete(roomId);
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+ }, "disposeFn")
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+ });
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+ this._rooms.set(roomId, room);
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+ await room._create(options);
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+ console.log(`[Room] Created: ${name} (${roomId})`);
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+ return room;
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+ }
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+ /**
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+ * @zh 加入或创建房间
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+ * @en Join or create room
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+ */
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+ async joinOrCreate(name, playerId, conn, options) {
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+ let room = this._findAvailableRoom(name);
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+ if (!room) {
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+ room = await this.create(name, options);
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+ if (!room) return null;
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+ }
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+ const player = await room._addPlayer(playerId, conn);
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+ if (!player) return null;
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+ this._playerToRoom.set(playerId, room.id);
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+ console.log(`[Room] Player ${playerId} joined ${room.id}`);
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+ return {
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+ room,
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+ player
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+ };
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+ }
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+ /**
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+ * @zh 加入指定房间
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+ * @en Join specific room
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+ */
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+ async joinById(roomId, playerId, conn) {
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+ const room = this._rooms.get(roomId);
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+ if (!room) return null;
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+ const player = await room._addPlayer(playerId, conn);
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+ if (!player) return null;
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+ this._playerToRoom.set(playerId, room.id);
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+ console.log(`[Room] Player ${playerId} joined ${room.id}`);
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+ return {
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+ room,
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+ player
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+ };
493
+ }
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+ /**
495
+ * @zh 玩家离开
496
+ * @en Player leave
497
+ */
498
+ async leave(playerId, reason) {
499
+ const roomId = this._playerToRoom.get(playerId);
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+ if (!roomId) return;
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+ const room = this._rooms.get(roomId);
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+ if (room) {
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+ await room._removePlayer(playerId, reason);
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+ }
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+ this._playerToRoom.delete(playerId);
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+ console.log(`[Room] Player ${playerId} left ${roomId}`);
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+ }
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+ /**
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+ * @zh 处理消息
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+ * @en Handle message
511
+ */
512
+ handleMessage(playerId, type, data) {
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+ const roomId = this._playerToRoom.get(playerId);
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+ if (!roomId) return;
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+ const room = this._rooms.get(roomId);
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+ if (room) {
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+ room._handleMessage(type, data, playerId);
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+ }
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+ }
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+ /**
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+ * @zh 获取房间
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+ * @en Get room
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+ */
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+ getRoom(roomId) {
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+ return this._rooms.get(roomId);
526
+ }
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+ /**
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+ * @zh 获取玩家所在房间
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+ * @en Get player's room
530
+ */
531
+ getPlayerRoom(playerId) {
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+ const roomId = this._playerToRoom.get(playerId);
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+ return roomId ? this._rooms.get(roomId) : void 0;
534
+ }
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+ /**
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+ * @zh 获取所有房间
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+ * @en Get all rooms
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+ */
539
+ getRooms() {
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+ return Array.from(this._rooms.values());
541
+ }
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+ /**
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+ * @zh 获取指定类型的所有房间
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+ * @en Get all rooms of a type
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+ */
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+ getRoomsByType(name) {
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+ const def = this._definitions.get(name);
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+ if (!def) return [];
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+ return Array.from(this._rooms.values()).filter((room) => room instanceof def.roomClass);
550
+ }
551
+ _findAvailableRoom(name) {
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+ const def = this._definitions.get(name);
553
+ if (!def) return null;
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+ for (const room of this._rooms.values()) {
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+ if (room instanceof def.roomClass && !room.isFull && !room.isLocked && !room.isDisposed) {
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+ return room;
557
+ }
558
+ }
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+ return null;
560
+ }
561
+ _generateRoomId() {
562
+ return `room_${this._nextRoomId++}`;
563
+ }
564
+ };
565
+ __name(_RoomManager, "RoomManager");
566
+ var RoomManager = _RoomManager;
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+
568
+ // src/core/server.ts
569
+ var DEFAULT_CONFIG = {
570
+ port: 3e3,
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+ apiDir: "src/api",
572
+ msgDir: "src/msg",
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+ tickRate: 20
574
+ };
575
+ async function createServer(config = {}) {
576
+ const opts = {
577
+ ...DEFAULT_CONFIG,
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+ ...config
579
+ };
580
+ const cwd = process.cwd();
581
+ const apiHandlers = await loadApiHandlers(path.resolve(cwd, opts.apiDir));
582
+ const msgHandlers = await loadMsgHandlers(path.resolve(cwd, opts.msgDir));
583
+ if (apiHandlers.length > 0) {
584
+ console.log(`[Server] Loaded ${apiHandlers.length} API handlers`);
585
+ }
586
+ if (msgHandlers.length > 0) {
587
+ console.log(`[Server] Loaded ${msgHandlers.length} message handlers`);
588
+ }
589
+ const apiDefs = {
590
+ // 内置 API
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+ JoinRoom: rpc.api(),
592
+ LeaveRoom: rpc.api()
593
+ };
594
+ const msgDefs = {
595
+ // 内置消息(房间消息透传)
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+ RoomMessage: rpc.msg()
597
+ };
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+ for (const handler of apiHandlers) {
599
+ apiDefs[handler.name] = rpc.api();
600
+ }
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+ for (const handler of msgHandlers) {
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+ msgDefs[handler.name] = rpc.msg();
603
+ }
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+ const protocol = rpc.define({
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+ api: apiDefs,
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+ msg: msgDefs
607
+ });
608
+ let currentTick = 0;
609
+ let tickInterval = null;
610
+ let rpcServer = null;
611
+ const roomManager = new RoomManager((conn, type, data) => {
612
+ rpcServer?.send(conn, "RoomMessage", {
613
+ type,
614
+ data
615
+ });
616
+ });
617
+ const apiMap = {};
618
+ for (const handler of apiHandlers) {
619
+ apiMap[handler.name] = handler;
620
+ }
621
+ const msgMap = {};
622
+ for (const handler of msgHandlers) {
623
+ msgMap[handler.name] = handler;
624
+ }
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+ const gameServer = {
626
+ get connections() {
627
+ return rpcServer?.connections ?? [];
628
+ },
629
+ get tick() {
630
+ return currentTick;
631
+ },
632
+ get rooms() {
633
+ return roomManager;
634
+ },
635
+ /**
636
+ * @zh 注册房间类型
637
+ * @en Define room type
638
+ */
639
+ define(name, roomClass) {
640
+ roomManager.define(name, roomClass);
641
+ },
642
+ async start() {
643
+ const apiHandlersObj = {};
644
+ apiHandlersObj["JoinRoom"] = async (input, conn) => {
645
+ const { roomType, roomId, options } = input;
646
+ if (roomId) {
647
+ const result = await roomManager.joinById(roomId, conn.id, conn);
648
+ if (!result) {
649
+ throw new Error("Failed to join room");
650
+ }
651
+ return {
652
+ roomId: result.room.id,
653
+ playerId: result.player.id
654
+ };
655
+ }
656
+ if (roomType) {
657
+ const result = await roomManager.joinOrCreate(roomType, conn.id, conn, options);
658
+ if (!result) {
659
+ throw new Error("Failed to join or create room");
660
+ }
661
+ return {
662
+ roomId: result.room.id,
663
+ playerId: result.player.id
664
+ };
665
+ }
666
+ throw new Error("roomType or roomId required");
667
+ };
668
+ apiHandlersObj["LeaveRoom"] = async (_input, conn) => {
669
+ await roomManager.leave(conn.id);
670
+ return {
671
+ success: true
672
+ };
673
+ };
674
+ for (const [name, handler] of Object.entries(apiMap)) {
675
+ apiHandlersObj[name] = async (input, conn) => {
676
+ const ctx = {
677
+ conn,
678
+ server: gameServer
679
+ };
680
+ return handler.definition.handler(input, ctx);
681
+ };
682
+ }
683
+ const msgHandlersObj = {};
684
+ msgHandlersObj["RoomMessage"] = async (data, conn) => {
685
+ const { type, data: payload } = data;
686
+ roomManager.handleMessage(conn.id, type, payload);
687
+ };
688
+ for (const [name, handler] of Object.entries(msgMap)) {
689
+ msgHandlersObj[name] = async (data, conn) => {
690
+ const ctx = {
691
+ conn,
692
+ server: gameServer
693
+ };
694
+ await handler.definition.handler(data, ctx);
695
+ };
696
+ }
697
+ rpcServer = serve(protocol, {
698
+ port: opts.port,
699
+ createConnData: /* @__PURE__ */ __name(() => ({}), "createConnData"),
700
+ onStart: /* @__PURE__ */ __name((p) => {
701
+ console.log(`[Server] Started on ws://localhost:${p}`);
702
+ opts.onStart?.(p);
703
+ }, "onStart"),
704
+ onConnect: /* @__PURE__ */ __name(async (conn) => {
705
+ await config.onConnect?.(conn);
706
+ }, "onConnect"),
707
+ onDisconnect: /* @__PURE__ */ __name(async (conn) => {
708
+ await roomManager?.leave(conn.id, "disconnected");
709
+ await config.onDisconnect?.(conn);
710
+ }, "onDisconnect"),
711
+ api: apiHandlersObj,
712
+ msg: msgHandlersObj
713
+ });
714
+ await rpcServer.start();
715
+ if (opts.tickRate > 0) {
716
+ tickInterval = setInterval(() => {
717
+ currentTick++;
718
+ }, 1e3 / opts.tickRate);
719
+ }
720
+ },
721
+ async stop() {
722
+ if (tickInterval) {
723
+ clearInterval(tickInterval);
724
+ tickInterval = null;
725
+ }
726
+ if (rpcServer) {
727
+ await rpcServer.stop();
728
+ rpcServer = null;
729
+ }
730
+ },
731
+ broadcast(name, data) {
732
+ rpcServer?.broadcast(name, data);
733
+ },
734
+ send(conn, name, data) {
735
+ rpcServer?.send(conn, name, data);
736
+ }
737
+ };
738
+ return gameServer;
739
+ }
740
+ __name(createServer, "createServer");
741
+
742
+ export { Player, Room, createServer, onMessage };
743
+ //# sourceMappingURL=chunk-7C6JZO4O.js.map
744
+ //# sourceMappingURL=chunk-7C6JZO4O.js.map