@genex-ai/multiplayer 0.9.0 → 0.10.0
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 +7 -7
- package/dist/index.d.ts +5 -4
- package/dist/index.js +11 -5
- package/package.json +3 -3
package/README.md
CHANGED
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@@ -13,13 +13,13 @@ 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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import { waitForPlayer, getColyseusAuth, getColyseusUrls } 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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-
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urls: getColyseusUrls(), // regional relays for this session — SDK joins the fastest
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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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@@ -246,12 +246,12 @@ bounded extrapolation.
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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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import { waitForPlayer, getColyseusAuth, getColyseusUrls } from '@genex-ai/embed-sdk';
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type S = { x: number; z: number };
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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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urls: getColyseusUrls(),
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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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@@ -289,7 +289,7 @@ import { matchmake } from "@genex-ai/multiplayer";
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// Pass `auth` as a FUNCTION — a handle re-joins many times (re-search/requeue) and tokens rotate
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// (~10 min); a function is read fresh each join, a static object goes stale mid-session.
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const mm = await matchmake<State>({
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const mm = await matchmake<State>({ urls, room: slug, auth: () => getColyseusAuth() });
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// `session` is null WHILE SEARCHING — render your own "finding a match…" HUD until it goes live.
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// each frame:
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@@ -344,11 +344,11 @@ For `preset: 'private'` games, skip the queue: a host mints an invite **code**,
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import { createPrivate, joinPrivate } from "@genex-ai/multiplayer";
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// host
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const lobby = await createPrivate<State>({
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const lobby = await createPrivate<State>({ urls, room: slug, auth: () => getColyseusAuth() });
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share(lobby.code); // e.g. show it in the UI
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// friend (elsewhere)
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const joined = await joinPrivate<State>(code, {
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const joined = await joinPrivate<State>(code, { urls, room: slug, auth: () => getColyseusAuth() });
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// then identical to matchmake(): .session, .matchmaking, eliminated()/score()/finish(), cancel()
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```
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package/dist/index.d.ts
CHANGED
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@@ -2,8 +2,9 @@ export { PlayerState, RoomState } from './schema.js';
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import '@colyseus/schema';
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type ConnectOptions = {
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/**
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/** Regional relay urls (pass `getColyseusUrls()`) — the SDK pings each and connects to the
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* lowest-latency one; a single entry just connects. */
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urls: string[];
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/** Game id — everyone who passes the same id shares a room; different ids are
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* fully isolated. Use your project slug (or any stable per-game string). */
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room: string;
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@@ -264,8 +265,8 @@ type Matchmaking<TState extends Record<string, unknown>> = {
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cancel(): void;
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};
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type MatchmakeOptions = {
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/**
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/** Regional relay urls (pass `getColyseusUrls()`) — pings each, connects to the lowest-latency one. */
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urls: string[];
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/** Game id (your project slug/id) — isolates this game's matchmaking. */
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room: string;
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name?: string;
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package/dist/index.js
CHANGED
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@@ -1,5 +1,5 @@
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// src/index.ts
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import { Client, getStateCallbacks } from "colyseus
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import { Client, getStateCallbacks } from "@colyseus/sdk";
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var RELAY_ROOM_TYPE = "play";
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var QUEUE_ROOM_TYPE = "queue";
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var MATCH_ROOM_TYPE = "match";
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@@ -27,6 +27,12 @@ var OBJECT_CONTROL_VERSION = 2;
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var STATE_SNAP_MSG = "__state:snap";
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var OBJECT_SNAP_MSG = "__object:snap";
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var MP_PROTOCOL = 2;
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async function relayClient(opts) {
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if (opts.urls.length > 1) return Client.selectByLatency(opts.urls);
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const url = opts.urls[0];
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if (!url) throw new Error("genex multiplayer: `urls` must contain at least one relay URL");
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return new Client(url);
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}
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function parseData(s) {
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if (!s) return { state: {} };
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try {
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@@ -151,7 +157,7 @@ function quantile(xs, q) {
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return s[i];
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}
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async function connect(opts) {
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const client =
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const client = await relayClient(opts);
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const room = await client.joinOrCreate(RELAY_ROOM_TYPE, {
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gameId: opts.room,
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name: opts.name,
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@@ -947,7 +953,7 @@ function buildView(matchRoom, queueInfo) {
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};
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}
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async function matchmake(opts) {
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const client =
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const client = await relayClient(opts);
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const emitters = /* @__PURE__ */ new Map();
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const emit = (event, ...args) => emitters.get(event)?.forEach((cb) => cb(...args));
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const on = ((event, cb) => {
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@@ -1128,14 +1134,14 @@ function wirePrivate(client, room) {
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};
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}
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async function createPrivate(opts) {
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const client =
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const client = await relayClient(opts);
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const room = await client.create(MATCH_ROOM_TYPE, matchJoinOptions(opts));
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const handle = wirePrivate(client, room);
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Object.defineProperty(handle, "code", { value: room.roomId, enumerable: true });
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return handle;
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}
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async function joinPrivate(code, opts) {
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const client =
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const client = await relayClient(opts);
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const room = await client.joinById(code, matchJoinOptions(opts));
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return wirePrivate(client, room);
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}
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package/package.json
CHANGED
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{
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"name": "@genex-ai/multiplayer",
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"version": "0.
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"version": "0.10.0",
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"description": "The multiplayer client wrapper + shared room schema for genex.",
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"type": "module",
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"main": "./dist/index.js",
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"access": "public"
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},
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"dependencies": {
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"@colyseus/schema": "^
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"colyseus
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"@colyseus/schema": "^4.0.27",
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"@colyseus/sdk": "^0.17.43"
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},
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"peerDependencies": {
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"three": ">=0.160.0"
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