Web-Socket Server¶
Server¶
The Server
is responsible for providing the WebSocket server to enable communication between server and client.
constructor (options)
¶
options.server
¶
The HTTP server to bind the WebSocket Server into. You may use express
for your server too.
const colyseus = require("colyseus");
const http = require("http");
const port = process.env.port || 3000;
const gameServer = new colyseus.Server({
server: http.createServer()
});
gameServer.listen(port);
import { Server } from "colyseus";
import { createServer } from "http";
const port = process.env.port || 3000;
const gameServer = new Server({
server: createServer()
});
gameServer.listen(port);
const colyseus = require("colyseus");
const http = require("http");
const express = require("express");
const port = process.env.port || 3000;
const app = express();
const gameServer = new colyseus.Server({
server: http.createServer(app)
});
gameServer.listen(port);
import { Server } from "colyseus";
import { createServer } from "http";
import * as express from "express";
const port = process.env.port || 3000;
const app = express();
const gameServer = new Server({
server: createServer(app)
});
gameServer.listen(port);
options.verifyClient
¶
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.
const colyseus = require("colyseus");
const http = require("http");
const gameServer = new colyseus.Server({
server: createServer(),
verifyClient: function (info, next) {
// validate 'info'
//
// - next(false) will reject the websocket handshake
// - next(true) will accept the websocket handshake
}
});
import { Server } from "colyseus";
import { createServer } from "http";
const gameServer = new Server({
server: createServer(),
verifyClient: function (info, next) {
// validate 'info'
//
// - next(false) will reject the websocket handshake
// - next(true) will accept the websocket handshake
}
});
options.presence
¶
When scaling Colyseus through multiple processes / machines, you need to provide a presence server. Read more about Presence
.
const colyseus = require("colyseus");
const http = require("http");
const gameServer = new colyseus.Server({
server: http.createServer(),
presence: new colyseus.RedisPresence()
});
import { Server, RedisPresence } from "colyseus";
import { createServer } from "http";
const gameServer = new Server({
server: createServer(),
presence: new RedisPresence()
});
The currently avaialble Presence servers are currently:
RedisPresence
(scales on a single server and multiple servers)MemsharedPresence
(scales on a single server)
options.gracefullyShutdown
¶
Register shutdown routine automatically. Default is true
. If disabled, you
should call gracefullyShutdown()
method
manually in your shutdown process.
register (name: string, handler: Room, options?: any)
¶
Register a new session handler.
Registering the same room handler multiple times
You may register the same room handler multiple times with different options
. When Room#onInit() is called, the options
will contain the merged values you specified on Server#register() + the options provided by the first client on client.join()
Parameters:
name: string
- The public name of the room. You'll use this name when joining the room from the client-side.handler: Room
- Reference to theRoom
handler class.options?: any
- Custom options for room initialization.
// Register "chat" room
gameServer.register("chat", ChatRoom);
// Register "battle" room
gameServer.register("battle", BattleRoom);
// Register "battle" room with custom options
gameServer.register("battle_woods", BattleRoom, { map: "woods" });
Listening to matchmake events¶
The register
method will return the registered handler instance, which you can listen to match-making 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.register("chat", ChatRoom).then((handler) => {
handler.
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.
attach (options: any)
¶
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 * as express from "express";
import { Server } from "colyseus";
const app = new express();
const gameServer = new Server();
gameServer.attach({ server: app });
import * as http from "http";
import { Server } from "colyseus";
const httpServer = http.createServer();
const gameServer = new Server();
gameServer.attach({ server: httpServer });
import * as http from "http";
import * as express from "express";
import * as 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.