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Matchmaking

To allow matchmaking on your Colyseus server, you'll need to implement a room handler, and register it in your server.

See:

The matchmaking cycle

1. Client asks to connect into a specific room:

// client-side
let room = client.join("battle");
// client-side
Room room = client.Join("battle");

2. Server will loop through all spawned room instances named "battle" and call requestJoin method against that instance.

// server-side
requestJoin (options: any) {
    // Prevent the client from joining the same room from another browser tab
    return this.clients.filter(c => c.id === options.clientId).length === 0;
}
// server-side
onInit (options: any) {
    this.password = options.password;
}

requestJoin (options: any) {
    // Private room. Only accept connections with the correct password.
    return this.password === options.password;
}

3. If requestJoin succeeds, Room#onJoin() will be called with the client reference and options given by the client.

4. If requestJoin fails on every available room instance, a new instance will be spawned for that client. In case requestJoin fails again, the client will receive an "error" event.

// client-side
room.onError.add(function(err) {
    console.log("error ocurred:", err);
});
// client-side
room.OnError += (object sender, MessageEventArgs e) => Debug.Log(e.data);

Priority matches

As an alternative to returning true or false on requestJoin, you can provide a number between 0 and 1 to manage priority. The match-making service will select the highest number for the new user to connect.

On this example, we're prioritizing rooms with the fewer number of clients. You can write your own logic to calculate the average skill level of your user, for example.

class MyRoomHandler extends Room {
  // maximum of 10 clients allowed on this room.
  maxClients = 10;

  requestJoin (options: any) {
    return 1 - (this.clients.length / 10);
  }
}