@genex-ai/cli-demo 0.52.0-dev.111 → 0.52.0-dev.112
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/package.json +1 -1
- package/templates/skills/genex-threejs-embed-auth/SKILL.md +10 -8
- package/templates/skills/genex-threejs-game-ui/SKILL.md +20 -0
- package/templates/skills/genex-threejs-multiplayer/SKILL.md +192 -32
- package/templates/skills/genex-threejs-multiplayer/references/genre-recipes.md +25 -2
- package/templates/skills/genex-threejs-multiplayer/references/realtime-patterns.md +1 -1
- package/templates/skills/genex-threejs-skill-router/SKILL.md +6 -2
package/package.json
CHANGED
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@@ -110,10 +110,11 @@ boot-path gate; `waitForAuth()` guards saves only.
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advanced case of calling the Genex API by hand. The state/leaderboard
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helpers below attach it automatically — prefer them; never hand-roll fetch
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calls to `/state` endpoints.
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- `getColyseusAuth()` → `{ embedToken } | undefined` —
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-
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-
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automatically (~every
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- `getColyseusAuth()` → `{ embedToken } | undefined` — relay credential
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(REQUIRED; guest tokens are accepted). Pass `auth: () => getColyseusAuth()`
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to both `connect()` and `matchmake()` so each explicit connect and every
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automatic re-seat reads a fresh token. Tokens rotate automatically (~every
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10 minutes). Never cache the value across joins and never log it.
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- `on(event, cb)` → unsubscribe fn. Events: `"authenticated"`, `"guest"`,
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`"blocked"`, `"error"`. A mid-game sign-in fires `"authenticated"` after
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`"guest"` — progress saving can start right then, no reload.
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@@ -325,8 +326,9 @@ Rules:
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- [ ] `sentryCanvasSnapshot(renderer.domElement)` runs after `renderer.render()`
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in the main loop (WebGL and WebGPU alike).
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- [ ] `genex.config.ts` includes `dashboardOrigins` (from `.genex/project.json`).
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- [ ] Multiplayer
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-
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- [ ] Multiplayer and player-name UI await `waitForPlayer()` — NEVER
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`waitForAuth()` (guests would hang forever). Both `connect()` and
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`matchmake()` receive `auth: () => getColyseusAuth()`.
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- [ ] Saves/loads use the SDK helpers (`savePlayerState`/`loadPlayerState` for
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per-player progress, `saveWorldState`/`loadWorldState` for the shared
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world, `submitScore`/`getLeaderboard` for scores) — no hand-rolled fetch
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@@ -360,8 +362,8 @@ Rules:
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- **Multiplayer `connect()` fails in local test mode** — by design: no relay
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credential exists there. Validate multiplayer on the hosted draft (the
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owner's session) or the published game, and say plainly when it wasn't.
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- **Multiplayer join rejected with 401** —
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`waitForPlayer()` resolved, without `auth: getColyseusAuth()
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- **Multiplayer join rejected with 401** — the join ran before
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`waitForPlayer()` resolved, without `auth: () => getColyseusAuth()`, or with a
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stale cached token on reconnect (read it fresh each call).
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- **Multiplayer join rejected with 403 "guest capacity"** — the room is at its
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guest limit; only signing in gets the player a seat right now. Surface the
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@@ -303,6 +303,23 @@ function setPhase(phase: "loading" | "playing" | "paused" | "over" | "won") {
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- **Buttons react**: a hover/focus state (scale, glow, or an indicator chevron)
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plus a pressed state. Menus are keyboard-first — ↑/↓ moves focus, Enter
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activates, and the hovered/focused item is visibly selected.
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- **A menu action must release focus before gameplay begins.** A clicked
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`<button>` keeps browser focus, so a later gameplay Space/Enter can natively
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activate that same button again and repeat Play, Cancel, Leave, or Requeue.
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Blur inside every action handler before running the action:
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```ts
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function wireButton(button: HTMLButtonElement, act: () => void) {
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button.addEventListener("click", () => {
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button.blur();
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act();
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});
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}
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```
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Scope ↑/↓/Enter menu navigation to menu/lobby phases only. When a phase
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transition leaves a menu, also blur any focused button as a backstop:
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`if (document.activeElement instanceof HTMLButtonElement) document.activeElement.blur();`
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- **Values tween.** Score, coins, timers tick to their new value; health bars
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slide. A number that teleports reads as a bug even when it's correct.
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@@ -378,6 +395,9 @@ architecture and consume the shared style brief.
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- Layout shifting as numbers grow.
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- A fail state with no visible restart key, or a restart that reloads the page.
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- Buttons that render but don't emit the game's real input intents.
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- A clicked menu button remains focused after entering gameplay, so Space/Enter
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natively activates it again; or menu keyboard navigation still runs outside
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the menu/lobby phase.
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- UI logic duplicating game rules and drifting out of sync.
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- A waiting/lobby overlay that can miss its dismissal — see the multiplayer
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skill's status-driven rule.
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@@ -34,14 +34,15 @@ example, the shared-object/ball code, rotation, and host usage. Read
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## Install
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```bash
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npm i @genex-ai/multiplayer@^0.10.
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npm i @genex-ai/multiplayer@^0.10.1
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```
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> Pin `@^0.10.
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> Pin `@^0.10.1` (not a bare `npm i`): live connected-player presence, supplier-form `connect()`
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> auth, regional relay selection (`getColyseusUrls()` + `urls`)
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> landed in 0.10; confirmed object controls, snaps, host-tick teardown, and reconnect rebasing
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> in 0.9. An older resolve does not have those.
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This skill targets `@genex-ai/multiplayer` **≥ 0.10.
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This skill targets `@genex-ai/multiplayer` **≥ 0.10.1** (`objects`/`host` since 0.4;
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`matchmake()` since 0.5; private lobbies since 0.7; auto-reconnect + `inputs`/`onHostTick`
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since 0.8; soft ownership handoff since 0.8.4; confirmed controls, snap epochs, and host-tick
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lifecycle guarantees since 0.9; regional relay selection via `getColyseusUrls()` since 0.10).
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@@ -55,6 +56,19 @@ ownership, match seating/adjudication, and rate/size caps — but a modified cli
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lie about its own position or score. Great for friends and casual lobbies; don't promise
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ranked-grade fairness.
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## Choose one net model first
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- **`connect()` — shared world:** everyone for this slug shares a room. Use for
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persistent/co-op spaces where the game may remain valid with one player.
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Pass auth as a FUNCTION so each explicit connect attempt reads fresh; after
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a terminal disconnect the game starts a new connect flow.
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- **`matchmake()` — capped matches:** the queue seats players into separate
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rooms. Use for duels, races, teams, and finite arenas. It requires
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`genex.matchmaking` in `package.json`; auth is a FUNCTION; the handle may
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replace `mm.session`, so the game polls and rebinds it.
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Do not combine the requirements or silently convert one model into the other.
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## Matchmaking (competitive presets — server-owned)
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When players should be **matched into separate capped rooms** rather than share one big room (a 1v1
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`winCondition`), and switch to the game once `session` goes live:
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```ts
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-
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-
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-
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mm
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-
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import { matchmake, type Session } from "@genex-ai/multiplayer";
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import {
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waitForPlayer, getColyseusAuth, getColyseusUrls,
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} from "@genex-ai/embed-sdk";
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import { GENEX } from "./genex.config";
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const { user } = await waitForPlayer();
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const mm = await matchmake<MyState>({
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urls: getColyseusUrls(),
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room: GENEX.slug,
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name: user.name,
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auth: () => getColyseusAuth(), // fresh for every queue join and re-seat
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});
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let wired: Session<MyState> | null = null;
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function syncSession() {
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const live = mm.session;
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if (live === wired) return;
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wired = live;
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if (live) wireRoom(live); // attach leave/reconnect/disconnect + game listeners
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}
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mm.on("queue", (payload) => {
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const q = payload as { position?: number; size?: number } | undefined;
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updateQueue(q?.position ?? 0, q?.size ?? 0);
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});
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mm.on("matched", () => syncSession());
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mm.on("matchStart", () => syncSession()); // duel/arena/teams only
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mm.on("matchEnded", (result) => showResult(result)); // duel/arena/teams only
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mm.on("error", (e) => showQueueError(e)); // after SDK retries; fix, then mm.retry()
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// Every frame AND a low-rate timer: the handle swaps in a new Session after
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// seating, terminal drop/requeue, and the next match.
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syncSession();
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// Report ONLY your own outcome — the server adjudicates. Which call fits depends on the win condition:
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mm.eliminated(); // I'm out (lastStanding)
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mm.finish(); // I finished the race (firstToFinish)
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```
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For `open`, `matchStart` and `matchEnded` never fire: poll
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`mm.matchmaking.status`, `mm.matchmaking.players`, and `mm.session` instead.
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The event listeners above are for the batteries-included presets and do not
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replace `syncSession()`.
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Everything is **server-owned** — set once in `package.json` under `genex.matchmaking`, reported at
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`genex preview` AND `genex publish` (removing it from package.json clears the stored config on the
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next preview/publish); the client declares nothing. You never run matchmaking logic: the server
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owns the queue, roles, winner-stays, forfeit, timeout, and the win condition.
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If `genex.matchmaking` is absent, unavailable, or names an unknown preset, the
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relay falls back to `duel`: rooms of exactly two with the duel round loop.
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That is silently wrong for most 3–64 player `open` games. A `matchmake()` game
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must declare and preview/publish the intended block; a `connect()` shared-world
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game does not use this block.
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### WHEN to call `matchmake()` — it IS the "Play Online" button, never a boot call (MANDATORY)
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`matchmake()` is the ONE action that puts a player on the server: calling it enters the queue and
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re-matchmaking, they're already together. The transition into the match still keys off
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`status === 'playing'` first; the pad only sequences what happens after quorum.
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#### Quorum loss after start is game-owned — enforce it independently
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For `open`, `status` reaches `playing` once and NEVER regresses to `waiting`.
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If live connectivity later falls below `minPlayers`, the relay preserves the
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dropped player's seat during reconnection grace but deliberately leaves the
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gameplay decision to you. `players` is the seated roster;
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`connectedPlayers` / `session.activePlayers` excludes grace-window ghosts:
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```ts
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const MIN_PLAYERS = 2;
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function enforceQuorum() {
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syncSession();
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const connected = mm.session?.activePlayers.size ?? 0;
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if (phase === "playing" && connected < MIN_PLAYERS) {
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setPhase("lobby");
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showNotice("Opponent disconnected — waiting for them or a replacement…");
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}
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}
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setInterval(enforceQuorum, 250); // independent of a throttled/failed render loop
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```
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Run the same check in the render/network pump for immediate response. The
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250 ms watchdog is the backstop: no code path may leave a quorum-required game
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in `playing` below its connected minimum. A shared-world `connect()` game may
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intentionally continue solo; choose that explicitly rather than inheriting this
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match rule.
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**Private lobbies** (for `preset: 'private'`) don't use `matchmake()` — a host makes an invite code
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and friends join it; the lobby is persistent (rounds replay, nobody is evicted):
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pending for guests and would keep them out of multiplayer forever:
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```ts
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import { connect } from "@genex-ai/multiplayer";
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import { connect, type Session } from "@genex-ai/multiplayer";
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import { waitForPlayer, getColyseusAuth, getColyseusUrls } from "@genex-ai/embed-sdk";
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type State = { x: number; z: number; q: number[] }; // YOUR per-player state (rotation as quaternion)
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const { user } = await waitForPlayer(); // player gate (guest OR signed-in) — rejects only if blocked
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-
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let room = await connect<State>({
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urls: getColyseusUrls(), // regional relays for this session (server-owned); SDK joins the fastest
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room: GENEX.slug, // the project slug — everyone with this id shares a room
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name: user.name, // display name — the server prefers the verified identity's name
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auth: getColyseusAuth()
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auth: () => getColyseusAuth(), // REQUIRED — fresh on every explicit connect attempt; NEVER log it.
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});
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```
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@@ -322,7 +398,7 @@ envelope. Object-heavy rooms amplify fanout; measure the exact game at 8/16/32/6
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supported count. Above the cap the relay opens another room for the same game. If the game needs one
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seated competitive world, use matchmaking rather than one large `connect()` room.
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## Disconnects
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## Disconnects: transient reconnect is built in; terminal rejoin is yours
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The SDK auto-reconnects after a network blip or brief signal loss: the relay holds your seat for a
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grace window (~30 s). A short blip keeps the same session id, ownership, and host. If a disconnected
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whole-map catch-up streak. Your UI still reflects connection state:
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```ts
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let intentionalLeave = false;
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let rejoining = false;
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function wireRoom(live: Session<State>) {
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live.on("reconnecting", ({ attempt }) => showOverlay(`Reconnecting… (${attempt})`));
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live.on("reconnected", () => hideOverlay());
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live.on("disconnect", (code) => {
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// 4409 means this player deliberately opened the game elsewhere. Rejoining
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// here would evict the new tab, which would rejoin and evict this one forever.
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if (code === 4409) {
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flushSaves();
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showMenu("This game is open in another tab or device.");
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return;
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}
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if (!intentionalLeave) void rejoinShared();
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});
|
|
426
|
+
live.on("server:restart", () => flushSaves());
|
|
427
|
+
}
|
|
428
|
+
wireRoom(room);
|
|
429
|
+
|
|
430
|
+
async function rejoinShared() {
|
|
431
|
+
if (rejoining) return;
|
|
432
|
+
rejoining = true;
|
|
433
|
+
showOverlay("Connection lost — rejoining…");
|
|
434
|
+
try {
|
|
435
|
+
let delay = 1_000;
|
|
436
|
+
while (!intentionalLeave) {
|
|
437
|
+
try {
|
|
438
|
+
const { user } = await waitForPlayer();
|
|
439
|
+
room = await connect<State>({
|
|
440
|
+
urls: getColyseusUrls(),
|
|
441
|
+
room: GENEX.slug,
|
|
442
|
+
name: user.name,
|
|
443
|
+
auth: () => getColyseusAuth(), // fresh on EVERY attempt
|
|
444
|
+
});
|
|
445
|
+
wireRoom(room); // installs this same connection/disconnect wiring again
|
|
446
|
+
hideOverlay();
|
|
447
|
+
return;
|
|
448
|
+
} catch {
|
|
449
|
+
await new Promise((resolve) => setTimeout(resolve, delay));
|
|
450
|
+
delay = Math.min(delay * 2, 10_000);
|
|
451
|
+
}
|
|
452
|
+
}
|
|
453
|
+
} finally {
|
|
454
|
+
rejoining = false;
|
|
455
|
+
}
|
|
456
|
+
}
|
|
457
|
+
|
|
458
|
+
function leaveShared() {
|
|
459
|
+
intentionalLeave = true;
|
|
460
|
+
room.leave();
|
|
461
|
+
}
|
|
343
462
|
```
|
|
344
463
|
|
|
345
464
|
Keep your render loop running during `reconnecting` — remote players freeze briefly and then
|
|
@@ -376,8 +495,10 @@ fights (many writers). A ball on `objects` glides and has one owner. That's the
|
|
|
376
495
|
- `room.me.snap(state)` — respawn/teleport/mode edge. Publishes a discontinuity epoch so remotes
|
|
377
496
|
hard-reseed instead of interpolating from the old pose. Never use for ordinary movement.
|
|
378
497
|
- `room.players` — fresh `Map` each read, **includes you** (skip `id === room.id`). Each value is
|
|
379
|
-
`{ id, name, state, stateRaw }`: `state` is auto-smoothed (remotes) / live (you);
|
|
380
|
-
the raw latest (hit-tests, discrete values).
|
|
498
|
+
`{ id, name, connected, state, stateRaw }`: `state` is auto-smoothed (remotes) / live (you);
|
|
499
|
+
`stateRaw` is the raw latest (hit-tests, discrete values). A reconnect-grace seat remains in this
|
|
500
|
+
map with `connected: false`.
|
|
501
|
+
- `room.activePlayers` — the connected-only subset of `room.players`; use its size for live quorum.
|
|
381
502
|
- `room.objects` — shared objects nobody owns until claimed (a ball, an NPC):
|
|
382
503
|
- `claim(id)` — **legacy** optimistic request. It flips local ownership immediately and is corrected
|
|
383
504
|
if the relay rejects it. Keep only for reversible old-game behavior.
|
|
@@ -399,6 +520,12 @@ fights (many writers). A ball on `objects` glides and has one owner. That's the
|
|
|
399
520
|
- `room.isHost` / `room.host` — you are (or who is) the elected authority. Use to pick the single
|
|
400
521
|
writer of `shared` scores/rounds and the single simulator of host-owned objects. Settles within
|
|
401
522
|
the first patch after connect — read in your loop / react to `on('host')`, not once.
|
|
523
|
+
`room.host === undefined` before that patch means **authority is not ready**:
|
|
524
|
+
do not start host-owned simulation and do not synthesize an "acting host" from
|
|
525
|
+
a locally sorted roster. Clients can briefly observe different rosters, so
|
|
526
|
+
that fallback can create multiple writers. Gate host-dependent initialization
|
|
527
|
+
until `host !== undefined`; if it remains unset while connected, expose it in
|
|
528
|
+
diagnostics and re-seat/reconnect instead of inventing authority.
|
|
402
529
|
- `room.shared.get/set/keys` — key/value store (any JSON) for **slow agreed facts only**.
|
|
403
530
|
- `room.on(event, cb)` → unsubscribe fn. Events: `'join'`/`'change'` `(id, state)` (also fire for
|
|
404
531
|
you), `'leave'` `(id)`, `'shared'` `(key, value)`, `'object'` `(id)` (ownership handoff),
|
|
@@ -546,6 +673,22 @@ one neutral simulation (the host) runs the physics; everyone else sends **inputs
|
|
|
546
673
|
Both patterns — the claim-on-touch Rapier proxy and the host-authoritative contest, plus surviving host
|
|
547
674
|
migration and wiring the vendored controllers — are in [references/host-physics.md](references/host-physics.md).
|
|
548
675
|
|
|
676
|
+
## Production supportability floor
|
|
677
|
+
|
|
678
|
+
Every multiplayer build ships three small, token-free diagnostics:
|
|
679
|
+
|
|
680
|
+
1. A `BUILD` string, bumped for every preview/publish, shown in a quiet
|
|
681
|
+
menu/lobby corner, printed once to the console, and exposed on a read-only
|
|
682
|
+
game debug object.
|
|
683
|
+
2. A 250 ms status line containing only:
|
|
684
|
+
`build · seated/connected players · phase · host · matchmaking status · last transition/cause · last network error`.
|
|
685
|
+
Keep it unobtrusive and never include embed auth, URLs containing credentials,
|
|
686
|
+
player tokens, or arbitrary server payloads.
|
|
687
|
+
3. The independent connected-quorum watchdog above for games that cannot play solo.
|
|
688
|
+
|
|
689
|
+
These are production supportability, not a hidden test mode: a screenshot must
|
|
690
|
+
identify the build and network state without changing game behavior.
|
|
691
|
+
|
|
549
692
|
## Smoothness is felt, not seen — hand the feel to a human
|
|
550
693
|
|
|
551
694
|
Lag and stutter are *motion over time*. A screenshot is one frozen instant, so **you cannot tell
|
|
@@ -633,8 +776,11 @@ host-driven saving works as long as ANY account is in the room.
|
|
|
633
776
|
|
|
634
777
|
## Checklist
|
|
635
778
|
|
|
636
|
-
- [ ] `npm i @genex-ai/multiplayer@^0.10.
|
|
779
|
+
- [ ] `npm i @genex-ai/multiplayer@^0.10.1` (connected presence, supplier auth, confirmed controls, snap epochs, reconnect-safe host ticks); config wired into the build.
|
|
637
780
|
- [ ] `reconnecting`/`reconnected`/`disconnect` render an overlay (don't tear the scene down).
|
|
781
|
+
- [ ] `connect()` terminal `disconnect` starts a guarded backoff rejoin that reruns
|
|
782
|
+
`waitForPlayer()` and reads fresh auth on every attempt; deliberate leave stops it;
|
|
783
|
+
replacement code `4409` NEVER auto-rejoins.
|
|
638
784
|
- [ ] Numbers rounded (~2 decimals) before `me.set`/`objects.set`.
|
|
639
785
|
- [ ] Pushable/ownable objects (ball, box, prop) use claim-on-touch + a Rapier proxy (the soft handoff glides the handoff); only a genuine simultaneous tug-of-war (sumo) uses the host-authoritative pattern. See host-physics.md.
|
|
640
786
|
- [ ] Irreversible actions wait for `claimConfirmed`; held contact retries after `retryAfterMs` while still valid.
|
|
@@ -647,7 +793,7 @@ host-driven saving works as long as ANY account is in the room.
|
|
|
647
793
|
stable embed `uid`, never the session id.
|
|
648
794
|
- [ ] Host renders objects OWNED BY OTHERS from the stream (authority follows ownership).
|
|
649
795
|
- [ ] `connect()` runs AFTER `await waitForPlayer()` (never `waitForAuth()` — guests would
|
|
650
|
-
hang) and passes `auth: getColyseusAuth()
|
|
796
|
+
hang) and passes `auth: () => getColyseusAuth()` (the relay rejects tokenless joins —
|
|
651
797
|
see `genex-threejs-embed-auth`).
|
|
652
798
|
- [ ] `room` is the **project slug**.
|
|
653
799
|
- [ ] `me.set` on a fixed **10–20 Hz** tick; full object each time.
|
|
@@ -658,13 +804,27 @@ host-driven saving works as long as ANY account is in the room.
|
|
|
658
804
|
- [ ] Hit-tests and discrete values read from `stateRaw`, not `state`.
|
|
659
805
|
- [ ] A ball / shared NPC is on `objects` (claim on contact), never on `shared`.
|
|
660
806
|
- [ ] `shared` scores/rounds and host-simulated enemies are written only by `room.isHost`.
|
|
807
|
+
- [ ] Host-owned work waits for `room.host !== undefined`; no client-invented acting host.
|
|
661
808
|
- [ ] `matchmake()` fires ONLY on the "Play Online" commit, never on page load / in boot code — the
|
|
662
809
|
menu runs an offline world with NO relay contact; "Bots"/"Local" never call it; leaving online
|
|
663
810
|
calls `mm.cancel()`.
|
|
811
|
+
- [ ] `matchmake()` polls `mm.session` and rebinds when it changes after seating or re-seat;
|
|
812
|
+
function-form auth is used.
|
|
664
813
|
- [ ] Waiting room (if any): shown only AFTER "Play Online" (seated) and while under `minPlayers`;
|
|
665
814
|
overlay driven by `mm.matchmaking.status` read every frame, gone the moment it flips to
|
|
666
815
|
`'playing'` — and you WATCHED it close in two browser windows at `minPlayers` (never gated on
|
|
667
816
|
`matchStart` or a host `shared` signal alone).
|
|
817
|
+
- [ ] Every menu/lobby action button blurs before acting, and menu Enter/arrow handling runs only
|
|
818
|
+
in menu/lobby phases.
|
|
819
|
+
- [ ] Multiplayer was exercised by two DISTINCT identities using real clicks and real key presses.
|
|
820
|
+
After clicking Play/Find Match, Space/Enter gameplay input does not repeat that menu action;
|
|
821
|
+
scripted `element.click()` is not evidence for this focus path.
|
|
822
|
+
- [ ] For a quorum-required matchmade game: close one client mid-match, watch connected quorum
|
|
823
|
+
(`activePlayers` / `connectedPlayers`) leave `playing`, then join a new distinct client and
|
|
824
|
+
watch it re-seat. For a shared-world `connect()` game, verify leave/host migration according
|
|
825
|
+
to that game's design instead of imposing a lobby.
|
|
826
|
+
- [ ] Build id is visible in menu/lobby, logged once, and exposed with token-free 250 ms network
|
|
827
|
+
telemetry; quorum-required games have the independent connected-quorum watchdog.
|
|
668
828
|
- [ ] Team game: the HOST reconciles the balanced `id → team` map into `shared` (leavers dropped,
|
|
669
829
|
newcomers to the smallest team); every client READS its team from `shared` — never computed
|
|
670
830
|
per-client, never `mm.matchmaking.teams`, never a default for the unassigned — and you
|
|
@@ -674,8 +834,8 @@ host-driven saving works as long as ANY account is in the room.
|
|
|
674
834
|
## Troubleshooting auth
|
|
675
835
|
|
|
676
836
|
- **`connect()` rejects with 401/403** — 401 "auth required"/"invalid token": you joined
|
|
677
|
-
without `auth
|
|
678
|
-
read `getColyseusAuth()` fresh at every connect
|
|
837
|
+
without `auth`, before `waitForPlayer()` resolved, or reused a stale token for a NEW terminal
|
|
838
|
+
rejoin — read `getColyseusAuth()` fresh at every connect. 403 "wrong game": the `room` value
|
|
679
839
|
doesn't match this game's own slug. 403 "guest capacity": the room is at its guest
|
|
680
840
|
limit — signing in gets the player a seat; surface the message as-is.
|
|
681
841
|
- **`disconnect` fired and the player wants back in** — the old session is dead; run your
|
|
@@ -191,6 +191,9 @@ fourth who never comes.
|
|
|
191
191
|
| Leaving online (back to menu / quit / switch to Bots after being seated) | Tear down the online view, return to the offline menu | `mm.cancel()` — frees the seat so you stop counting toward `minPlayers`. |
|
|
192
192
|
|
|
193
193
|
**Decisions:**
|
|
194
|
+
- **Every menu action blurs its button before acting.** Otherwise the first gameplay Space/Enter
|
|
195
|
+
can natively activate the still-focused Play/Leave button again; scope menu keyboard handlers to
|
|
196
|
+
menu/lobby phases (see the game-ui skill).
|
|
194
197
|
- **`matchmake()` is created lazily, on the click — not held from boot.** Keep the handle in a
|
|
195
198
|
variable so you can `cancel()` it; create it inside the "Play Online" handler, not at module load.
|
|
196
199
|
- **Bots/Local touch nothing networked.** They run the exact offline world the menu already booted.
|
|
@@ -208,15 +211,35 @@ fourth who never comes.
|
|
|
208
211
|
|
|
209
212
|
```ts
|
|
210
213
|
let mm = null; // no relay contact yet — we're on the menu
|
|
214
|
+
let wired = null;
|
|
211
215
|
bootOfflineWorld(); // local world under the menu overlay
|
|
212
|
-
await waitForPlayer();
|
|
216
|
+
const { user } = await waitForPlayer(); // identity token only; seats nobody
|
|
217
|
+
|
|
218
|
+
function syncSession() {
|
|
219
|
+
const live = mm?.session ?? null;
|
|
220
|
+
if (live === wired) return;
|
|
221
|
+
wired = live;
|
|
222
|
+
if (live) wireRoom(live);
|
|
223
|
+
}
|
|
213
224
|
|
|
214
225
|
onClick("play-online", async () => {
|
|
215
|
-
mm = await matchmake({
|
|
226
|
+
mm = await matchmake({
|
|
227
|
+
urls: getColyseusUrls(),
|
|
228
|
+
room: GENEX.slug,
|
|
229
|
+
name: user.name,
|
|
230
|
+
auth: () => getColyseusAuth(),
|
|
231
|
+
});
|
|
232
|
+
mm.on("matched", syncSession);
|
|
233
|
+
mm.on("matchStart", syncSession); // preset-only; `open` never emits it
|
|
234
|
+
mm.on("queue", updateQueue);
|
|
235
|
+
mm.on("error", showQueueError);
|
|
216
236
|
showWaitingOverlay(); // driven by mm.matchmaking.status, per SKILL.md
|
|
217
237
|
});
|
|
218
238
|
onClick("play-bots", () => startBots()); // offline; mm stays null
|
|
219
239
|
onClick("leave-online", () => { mm?.cancel(); mm = null; returnToMenu(); });
|
|
240
|
+
// Poll every frame or on the independent 250ms network tick: a re-seat installs
|
|
241
|
+
// a NEW Session object; the old one is never mutated back to life.
|
|
242
|
+
syncSession();
|
|
220
243
|
```
|
|
221
244
|
|
|
222
245
|
**Acceptance feel:** a player who picks Bots never appears in anyone's online room; the online
|
|
@@ -30,7 +30,7 @@ const room = await connect<S>({
|
|
|
30
30
|
urls: getColyseusUrls(),
|
|
31
31
|
room: GENEX.slug,
|
|
32
32
|
name: user.name,
|
|
33
|
-
auth: getColyseusAuth()
|
|
33
|
+
auth: () => getColyseusAuth(), // REQUIRED — resolved fresh for this connect; NEVER log it.
|
|
34
34
|
});
|
|
35
35
|
|
|
36
36
|
// --- local player: input mutates this; we render yourself from it (zero latency) ---
|
|
@@ -90,8 +90,12 @@ execution order.
|
|
|
90
90
|
**Multiplayer is mandatory routing:** if the game has 2+ players sharing a world, loading
|
|
91
91
|
`$genex-threejs-multiplayer` is **required** before any networking code — the SDK auto-smooths
|
|
92
92
|
remote players **and shared objects**, and gives you server-enforced object ownership (a ball) and
|
|
93
|
-
a room `host` (scores, enemies).
|
|
94
|
-
|
|
93
|
+
a room `host` (scores, enemies). Choose the net model before coding: `connect()` is one shared-world
|
|
94
|
+
room; `matchmake()` creates capped queued rooms. Only `matchmake()` requires a server-owned
|
|
95
|
+
`genex.matchmaking` block in `package.json`, reported by preview/publish. Both models accept a fresh
|
|
96
|
+
auth supplier, but their terminal-recovery duties differ, so follow the chosen model's section rather than
|
|
97
|
+
mixing the two. The skill also covers the rules that keep it smooth and its per-genre recipes
|
|
98
|
+
(sports/ball, shooter, co-op).
|
|
95
99
|
|
|
96
100
|
## Real (AI-generated) assets — `npx genex` commands
|
|
97
101
|
|