Server API » Server¶
The Colyseus Server
instance holds the server configuration options, such as transport options, presence, matchmaking driver, etc.
- Transport is the layer for bidirectional communication between server and client.
- Presence is the implementation that enables communication between rooms and/or Node.js processes.
- Driver is the storage driver used for storing and querying rooms during matchmaking.
new Server (options)
¶
options.transport
¶
Colyseus uses its built-in WebSocket transport by default. See how to customize the transport layer here.
options.presence
¶
When scaling Colyseus through multiple processes / machines, you need to provide a presence server. Read more about scalability, and the Presence API
.
import { Server, RedisPresence } from "colyseus";
const gameServer = new Server({
// ...
presence: new RedisPresence()
});
const colyseus = require("colyseus");
const gameServer = new colyseus.Server({
// ...
presence: new colyseus.RedisPresence()
});
The currently available Presence servers are currently:
RedisPresence
(scales on a single server and multiple servers)
options.gracefullyShutdown
¶
Register shutdown routine automatically. Default is true
. If disabled, you
should call gracefullyShutdown()
method
manually in your shutdown process.
options.server
¶
This option is going to be deprecated
The HTTP server to bind the WebSocket Server into. You may use express
for your server too.
// Colyseus + Express
import { Server } from "colyseus";
import { createServer } from "http";
import express from "express";
const port = Number(process.env.port) || 3000;
const app = express();
app.use(express.json());
const gameServer = new Server({
server: createServer(app)
});
gameServer.listen(port);
// Colyseus + Express
const colyseus = require("colyseus");
const http = require("http");
const express = require("express");
const port = process.env.port || 3000;
const app = express();
app.use(express.json());
const gameServer = new colyseus.Server({
server: http.createServer(app)
});
gameServer.listen(port);
// Colyseus (barebones)
import { Server } from "colyseus";
const port = process.env.port || 3000;
const gameServer = new Server();
gameServer.listen(port);
// Colyseus (barebones)
const colyseus = require("colyseus");
const port = process.env.port || 3000;
const gameServer = new colyseus.Server();
gameServer.listen(port);
options.pingInterval
¶
This option is going to be deprecated
Number of milliseconds for the server to "ping" the clients. Default: 3000
The clients are going to be forcibly disconnected if they can't respond after pingMaxRetries retries.
options.pingMaxRetries
¶
This option is going to be deprecated
Maximum allowed number of pings without a response. Default: 2
.
options.verifyClient
¶
This option is going to be deprecated
This method happens before WebSocket handshake. If verifyClient
is not set
then the handshake is automatically accepted.
-
info
(Object)origin
(String) The value in the Origin header indicated by the client.req
(http.IncomingMessage) The client HTTP GET request.secure
(Boolean)true
ifreq.connection.authorized
orreq.connection.encrypted
is set.
-
next
(Function) A callback that must be called by the user upon inspection of theinfo
fields. Arguments in this callback are:result
(Boolean) Whether or not to accept the handshake.code
(Number) Whenresult
isfalse
this field determines the HTTP error status code to be sent to the client.name
(String) Whenresult
isfalse
this field determines the HTTP reason phrase.
import { Server } from "colyseus";
const gameServer = new Server({
// ...
verifyClient: function (info, next) {
// validate 'info'
//
// - next(false) will reject the websocket handshake
// - next(true) will accept the websocket handshake
}
});
const colyseus = require("colyseus");
const gameServer = new colyseus.Server({
// ...
verifyClient: function (info, next) {
// validate 'info'
//
// - next(false) will reject the websocket handshake
// - next(true) will accept the websocket handshake
}
});
define (roomName: string, room: Room, options?: any)
¶
Define a new type of room for the matchmaker.
- Rooms are not created during
.define()
- Rooms are created upon client request (See client-side methods)
Parameters:
roomName: string
- The public name of the room. You'll use this name when joining the room from the client-sideroom: Room
- TheRoom
classoptions?: any
- Custom options for room initialization
// Define "chat" room
gameServer.define("chat", ChatRoom);
// Define "battle" room
gameServer.define("battle", BattleRoom);
// Define "battle" room with custom options
gameServer.define("battle_woods", BattleRoom, { map: "woods" });
Defining the same room handler multiple times
You may define the same room handler multiple times with different options
. When Room#onCreate() is called, the options
will contain the merged values you specified on Server#define() + the options provided when the room is created.
Room definition options¶
filterBy(options)
¶
Whenever a room is created by the create()
or joinOrCreate()
methods, only the options
defined by the filterBy()
method are going to be stored internally, and used to filter out rooms in further join()
or joinOrCreate()
calls.
Parameters
options: string[]
- a list of option names
Example: allowing different "game modes".
gameServer
.define("battle", BattleRoom)
.filterBy(['mode']);
Whenever the room is created, the mode
option is going to be stored internally.
client.joinOrCreate("battle", { mode: "duo" }).then(room => {/* ... */});
You can handle the provided option in the onCreate()
and/or onJoin()
to implement the requested feature inside your room implementation.
class BattleRoom extends Room {
onCreate(options) {
if (options.mode === "duo") {
// do something!
}
}
onJoin(client, options) {
if (options.mode === "duo") {
// put this player into a team!
}
}
}
Example: filtering by built-in maxClients
The maxClients
is an internal variable stored for matchmaking, and can be used for filtering too.
gameServer
.define("battle", BattleRoom)
.filterBy(['maxClients']);
The client can then ask to join a room capable of handling a certain number of players.
client.joinOrCreate("battle", { maxClients: 10 }).then(room => {/* ... */});
client.joinOrCreate("battle", { maxClients: 20 }).then(room => {/* ... */});
sortBy(options)
¶
You can also give a different priority for joining rooms depending on their information upon creation.
The options
parameter is a key-value object containing the field name in the left, and the sorting direction in the right. Sorting direction can be one of these values: -1
, "desc"
, "descending"
, 1
, "asc"
or "ascending"
.
Example: sorting by the built-in clients
The clients
is an internal variable stored for matchmaking, which contains the current number of connected clients. On the example below, the rooms with the highest amount of clients connected will have priority. Use -1
, "desc"
or "descending"
for descending order:
gameServer
.define("battle", BattleRoom)
.sortBy({ clients: -1 });
To sort by the fewest amount of players, you can do the opposite. Use 1
, "asc"
or "ascending"
for ascending order:
gameServer
.define("battle", BattleRoom)
.sortBy({ clients: 1 });
Realtime listing for Lobby¶
To allow the LobbyRoom
to receive updates from a specific room type, you should define them with realtime listing enabled:
gameServer
.define("battle", BattleRoom)
.enableRealtimeListing();
Public lifecycle events¶
You can listen for matchmaking events from outside the room instance scope, such as:
"create"
- when a room has been created"dispose"
- when a room has been disposed"join"
- when a client join a room"leave"
- when a client leave a room"lock"
- when a room has been locked"unlock"
- when a room has been unlocked
Usage:
gameServer
.define("chat", ChatRoom)
.on("create", (room) => console.log("room created:", room.roomId))
.on("dispose", (room) => console.log("room disposed:", room.roomId))
.on("join", (room, client) => console.log(client.id, "joined", room.roomId))
.on("leave", (room, client) => console.log(client.id, "left", room.roomId));
Warning
It's completely discouraged to manipulate a room's state through these events. Use the abstract methods in your room handler instead.
simulateLatency (milliseconds: number)
¶
This is a convenience method for simulating "lagged" clients during local development.
// Make sure to never call the `simulateLatency()` method in production.
if (process.env.NODE_ENV !== "production") {
// simulate 200ms latency between server and client.
gameServer.simulateLatency(200);
}
attach (options: any)
¶
You usually do not need to call this. Use it only if you have a very specific reason to do so.
Attaches or creates the WebSocket server.
options.server
: The HTTP server to attach the WebSocket server on.options.ws
: An existing WebSocket server to be re-used.
import express from "express";
import { Server } from "colyseus";
const app = new express();
const gameServer = new Server();
gameServer.attach({ server: app });
import http from "http";
import { Server } from "colyseus";
const httpServer = http.createServer();
const gameServer = new Server();
gameServer.attach({ server: httpServer });
import http from "http";
import express from "express";
import ws from "ws";
import { Server } from "colyseus";
const app = express();
const server = http.createServer(app);
const wss = new WebSocket.Server({
// your custom WebSocket.Server setup.
});
const gameServer = new Server();
gameServer.attach({ ws: wss });
listen (port: number)
¶
Binds the WebSocket server into the specified port.
onShutdown (callback: Function)
¶
Register a callback that should be called before the process shut down. See graceful shutdown for more details.
gracefullyShutdown (exit: boolean)
¶
Shutdown all rooms and clean-up its cached data. Returns a promise that fulfils whenever the clean-up has been complete.
This method is called automatically unless gracefullyShutdown: false
has been provided on Server
constructor.