@genex-ai/multiplayer 0.8.0 → 0.8.1
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/README.md +29 -4
- package/dist/index.d.ts +24 -7
- package/dist/index.js +63 -40
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -13,15 +13,24 @@ import { connect } from '@genex-ai/multiplayer';
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## Connect
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```ts
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import { waitForPlayer, getColyseusAuth } from '@genex-ai/embed-sdk';
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type State = { x: number; y: number; z: number }; // YOUR per-player state — any JSON shape
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await waitForPlayer(); // identity gate — resolves for guests AND accounts
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const room = await connect<State>({
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url: 'wss://demo-colyseus.glotech.world', // the genex multiplayer server
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room: '<game-id>', // everyone with the same id shares a room (use the project slug)
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name: 'ada', // optional display name
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auth: getColyseusAuth()!, // REQUIRED — the relay rejects tokenless joins
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});
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```
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`auth` is **required** — the relay rejects tokenless joins. Get it from `@genex-ai/embed-sdk`:
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`await waitForPlayer()` first (never `waitForAuth()` — that resolves only for signed-in accounts
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and keeps guests out forever), then read `getColyseusAuth()` **fresh at every `connect()`** —
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tokens rotate every ~10 min, so never cache the object across reconnects. Never log it.
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Different `room` ids are **fully isolated** — players in game A never see game B.
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---
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@@ -82,8 +91,10 @@ player. `state` is smoothed; `stateRaw` is the raw latest (hit-tests). `objects.
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## `isHost` / `host` — the elected room authority
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-
One client is the **host**
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-
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One client is the **host** — the earliest **signed-in** player still present (guests host only
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while no account is in the room), re-elected automatically. The host can change on **join** as
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well as leave: the first account entering a guest-hosted room takes over. Use it to pick a single
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writer for scores/rounds or a single simulator for NPCs.
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```ts
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if (room.isHost) room.shared.set('round', nextRound); // only the host advances the round
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@@ -183,9 +194,15 @@ Remote players are **smoothed automatically** — nothing to configure. `room.pl
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```ts
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import { connect } from '@genex-ai/multiplayer';
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import { waitForPlayer, getColyseusAuth } from '@genex-ai/embed-sdk';
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type S = { x: number; z: number };
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-
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await waitForPlayer(); // identity gate (guest OR signed-in) — see Connect above
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const room = await connect<S>({
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url: 'wss://demo-colyseus.glotech.world',
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room: GAME_ID,
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auth: getColyseusAuth()!, // REQUIRED — tokenless joins are rejected
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});
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const me = { x: 0, z: 0 };
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@@ -231,18 +248,26 @@ mm.on("matched", () => {/* session is live */});
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mm.on("matchStart", ({ roundId }) => {/* round began */});
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mm.on("matchEnded", ({ winnerId, scores, draw }) => {/* result screen */});
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mm.on("spectate", () => {/* seated as a spectator (overflow) — read-only */});
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mm.on("error", (e) => {/* queue join failed even after the SDK's automatic retries — persistent
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(broken auth / server unreachable); fix the cause, then mm.retry() */});
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// Report ONLY your own outcome — the server adjudicates. Pick the call that matches the win condition:
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mm.eliminated(); // I'm out (lastStanding)
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mm.score(1); // I scored (firstToScore / highScoreInTime)
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mm.finish(); // I finished the race (firstToFinish)
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mm.retry(); // re-enter the queue after a terminal 'error' (no-op in any other state)
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mm.cancel(); // stop searching / leave the match
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```
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A failed queue join is **retried automatically** with backoff (~10s total), so transient failures
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(a token mid-rotation, identity still settling on page load) never surface. Only a persistent
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failure emits `error`; the handle then idles until you call `mm.retry()`.
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**`mm.matchmaking`** (read every frame for your HUD): `status` (`searching` | `waiting` | `countdown` | `playing` | `ended` | `spectating`), `queue` (`{ position, size }`), `players`, `opponents`, `teams`, `myTeam`, `scores`, `winCondition`, `config` (numeric knobs), `roundId`, `winnerId`, `message`. `championId`/`challengerId` are 1v1 aliases.
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Configure once in the game's `package.json` (reported at
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Configure once in the game's `package.json` (reported at `genex preview` AND `genex publish`;
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removing it clears the stored config on the next preview/publish — never sent from the client):
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```jsonc
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"genex": {
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package/dist/index.d.ts
CHANGED
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@@ -13,10 +13,11 @@ type ConnectOptions = {
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/**
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* Verified-identity credential — REQUIRED to actually join: the relay
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* rejects tokenless joins (there is no anonymous play). Pass
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* `genexEmbed.getColyseusAuth()` AFTER `await genexEmbed.
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* (from `@genex-ai/embed-sdk`)
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*
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*
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* `genexEmbed.getColyseusAuth()` AFTER `await genexEmbed.waitForPlayer()`
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* (from `@genex-ai/embed-sdk`). NOT `waitForAuth()` — that resolves only for
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* signed-in accounts and would keep guests out of multiplayer forever.
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* Read it fresh at every connect() call — never cache the object across
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* reconnects (tokens rotate every ~10 min). NEVER log this value.
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*/
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auth?: {
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embedToken: string;
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@@ -65,7 +66,8 @@ type Session<TState extends Record<string, unknown>> = {
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readonly shared: {
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/** Read a shared value (any JSON), or `undefined`. */
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get(key: string): unknown;
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/** Set a shared value (any JSON). Any client may
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/** Set a shared value (any JSON). Any client may write game keys — by convention only
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* the host writes agreed facts (see `isHost`); `__*` keys are reserved and rejected. */
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set(key: string, value: unknown): void;
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/** All shared keys currently set. */
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keys(): string[];
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@@ -90,8 +92,10 @@ type Session<TState extends Record<string, unknown>> = {
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/** Ids of every object seen so far. */
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ids(): string[];
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};
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/** True if you are the elected room host
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*
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/** True if you are the elected room host — the earliest signed-in player still present
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* (guests host only while no account is in the room); can migrate on join as well as leave.
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* Settles within the first state patch after connect — read it in your loop or react to
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* `on('host')`, not once. */
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readonly isHost: boolean;
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/** Session id of the current room host, or `undefined` until the first host patch lands. */
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readonly host: string | undefined;
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@@ -154,8 +158,12 @@ type Session<TState extends Record<string, unknown>> = {
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* Connect to a genex multiplayer room. You must supply your player-state type:
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*
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* ```ts
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* import { waitForPlayer, getColyseusAuth } from '@genex-ai/embed-sdk';
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*
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* await waitForPlayer(); // identity gate (guest OR signed-in)
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* const room = await connect<{ x: number; y: number; z: number }>({
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* url: 'ws://localhost:2567', room: gameId, name: 'ada',
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* auth: getColyseusAuth()!, // REQUIRED — the relay rejects tokenless joins
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* });
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* room.me.set({ x, y, z }); // typed + validated by the compiler
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* room.players.get(id)?.state.x; // number — auto-smoothed for remote players
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@@ -205,6 +213,8 @@ type Matchmaking<TState extends Record<string, unknown>> = {
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* searching: (re)entered the queue. queue: your position changed ({position,size}).
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* matched: `session` is now live. matchStart: a round began ({roundId}).
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* matchEnded: {winnerId,loserId,draw,scores}. spectate: you're watching, not playing.
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* error: joining the queue failed even after the SDK's automatic retries (persistent —
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* e.g. auth is broken or the server is unreachable); fix the cause, then call `retry()`.
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*/
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on(event: 'searching' | 'queue' | 'matched' | 'matchStart' | 'matchEnded' | 'spectate' | 'error', cb: (payload?: unknown) => void): () => void;
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/** Report your OWN elimination (the `lastStanding` win condition). */
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score(delta?: number): void;
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/** Report that you finished (the `firstToFinish` win condition — a race). */
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finish(): void;
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/** Re-enter the queue after a terminal `error`. No-op while searching/matched, after
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* `cancel()`, and for private lobbies (create/join a new lobby instead). */
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retry(): void;
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/** Stop searching / leave the current match. */
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cancel(): void;
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};
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@@ -238,6 +251,10 @@ type MatchmakeOptions = {
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* Join a game's matchmaking. Returns immediately in the SEARCHING state (`session` is null); the
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* matchmaker seats you into a match room, at which point `session` becomes a live Session and a
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* `matched` event fires. The preset + config are owned by the project (server-side).
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*
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* A failed queue join is retried automatically with backoff (~10s total) — transient failures
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* (token rotation, identity settling) never surface. A persistent failure emits 'error' and the
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* handle idles until `retry()` is called.
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*/
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declare function matchmake<TState extends Record<string, unknown> = never>(opts: MatchmakeOptions): Promise<Matchmaking<TState>>;
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/** A private lobby handle — a Matchmaking whose `session` is live immediately, plus the invite `code`. */
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package/dist/index.js
CHANGED
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@@ -508,6 +508,7 @@ function attachSession(client, initialRoom) {
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Object.defineProperty(session, ROOM_REF, { value: () => room, enumerable: false });
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return session;
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}
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var SEARCH_BACKOFF_MS = [1e3, 2e3, 4e3];
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var resolveAuth = (auth) => typeof auth === "function" ? auth() : auth;
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var matchJoinOptions = (opts) => ({
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gameId: opts.room,
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@@ -581,48 +582,64 @@ async function matchmake(opts) {
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let queueRoom = null;
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let queueInfo = { position: 0, size: 0 };
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let cancelled = false;
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let searching = false;
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const search = async () => {
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if (cancelled) return;
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matchRoom = null;
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if (queueRoom) {
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void queueRoom.leave();
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queueRoom = null;
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}
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queueInfo = { position: 0, size: 0 };
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let q;
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if (cancelled || searching) return;
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searching = true;
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try {
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-
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void q.leave();
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return;
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}
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queueRoom = q;
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q.onMessage("queue", (msg) => {
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queueInfo = { position: msg.position, size: msg.size };
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emit("queue", msg);
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});
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q.onMessage(
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"seat",
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(msg) => void consumeSeat(msg.reservation, msg.role)
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);
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q.onLeave(() => {
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if (cancelled || queueRoom !== q) return;
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queueRoom = null;
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void (async () => {
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for (const delayMs of RECONNECT_DELAYS_MS) {
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await new Promise((r) => setTimeout(r, delayMs));
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if (cancelled || queueRoom || session) return;
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await search();
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if (queueRoom || session) return;
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session = null;
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matchRoom = null;
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for (let attempt = 0; ; attempt++) {
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if (queueRoom) {
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void queueRoom.leave();
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queueRoom = null;
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}
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-
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queueInfo = { position: 0, size: 0 };
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let q;
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try {
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q = await client.joinOrCreate(QUEUE_ROOM_TYPE, matchJoinOptions(opts));
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} catch (err) {
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if (cancelled) return;
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const delay = SEARCH_BACKOFF_MS[attempt];
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if (delay == null) {
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emit("error", err);
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return;
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}
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await new Promise((r) => setTimeout(r, delay));
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if (cancelled) return;
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continue;
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}
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if (cancelled) {
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void q.leave();
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return;
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}
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queueRoom = q;
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q.onMessage("queue", (msg) => {
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queueInfo = { position: msg.position, size: msg.size };
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emit("queue", msg);
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});
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q.onMessage(
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"seat",
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(msg) => void consumeSeat(msg.reservation, msg.role)
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);
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q.onLeave(() => {
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if (cancelled || queueRoom !== q) return;
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queueRoom = null;
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void (async () => {
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629
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for (const delayMs of RECONNECT_DELAYS_MS) {
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await new Promise((r) => setTimeout(r, delayMs));
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631
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if (cancelled || queueRoom || session) return;
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await search();
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if (queueRoom || session) return;
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}
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})();
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});
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emit("searching");
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return;
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}
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} finally {
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searching = false;
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}
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};
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const consumeSeat = async (reservation, role) => {
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try {
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@@ -656,7 +673,7 @@ async function matchmake(opts) {
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session = null;
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await search();
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};
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-
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void search();
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const liveRoom = () => session ? roomOf(session) : null;
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return {
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get session() {
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@@ -675,6 +692,10 @@ async function matchmake(opts) {
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finish() {
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liveRoom()?.send("match:finish", {});
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},
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retry() {
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if (cancelled || searching || queueRoom || matchRoom) return;
|
|
697
|
+
void search();
|
|
698
|
+
},
|
|
678
699
|
cancel() {
|
|
679
700
|
cancelled = true;
|
|
680
701
|
session?.leave();
|
|
@@ -719,6 +740,8 @@ function wirePrivate(client, room) {
|
|
|
719
740
|
finish() {
|
|
720
741
|
liveRoom()?.send("match:finish", {});
|
|
721
742
|
},
|
|
743
|
+
retry() {
|
|
744
|
+
},
|
|
722
745
|
cancel() {
|
|
723
746
|
session.leave();
|
|
724
747
|
live = false;
|