@colyseus/core
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Multiplayer Framework for Node.js.
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{
"version": 3,
"sources": ["../src/Transport.ts"],
"sourcesContent": ["import * as http from 'http';\nimport * as https from 'https';\nimport * as net from 'net';\n\nimport { Schema, StateView } from '@colyseus/schema';\nimport { EventEmitter } from 'events';\nimport { spliceOne } from './utils/Utils.js';\n\nexport abstract class Transport {\n public protocol?: string;\n public server?: net.Server | http.Server | https.Server;\n\n public abstract listen(port?: number, hostname?: string, backlog?: number, listeningListener?: Function): this;\n public abstract shutdown(): void;\n\n public abstract simulateLatency(milliseconds: number): void;\n}\n\nexport type AuthContext = {\n token?: string,\n headers: http.IncomingHttpHeaders,\n ip: string | string[];\n // FIXME: each transport may have its own specific properties.\n // \"req\" only applies to WebSocketTransport.\n req?: http.IncomingMessage;\n};\n\nexport interface ISendOptions {\n afterNextPatch?: boolean;\n}\n\nexport enum ClientState { JOINING, JOINED, RECONNECTED, LEAVING, CLOSED }\n\n/**\n * The client instance from the server-side is responsible for the transport layer between the server and the client.\n * It should not be confused with the Client from the client-side SDK, as they have completely different purposes!\n * You operate on client instances from `this.clients`, `Room#onJoin()`, `Room#onLeave()` and `Room#onMessage()`.\n *\n * - This is the raw WebSocket connection coming from the `ws` package. There are more methods available which aren't\n * encouraged to use along with Colyseus.\n */\nexport interface Client<UserData=any, AuthData=any> {\n ref: EventEmitter;\n\n /**\n * @deprecated use `sessionId` instead.\n */\n id: string;\n\n /**\n * Unique id per session.\n */\n sessionId: string; // TODO: remove sessionId on version 1.0.0\n\n /**\n * Connection state\n */\n state: ClientState;\n\n /**\n * Optional: when using `@view()` decorator in your state properties, this will be the view instance for this client.\n */\n view?: StateView;\n\n /**\n * User-defined data can be attached to the Client instance through this variable.\n * - Can be used to store custom data about the client's connection. userData is not synchronized with the client,\n * and should be used only to keep player-specific with its connection.\n */\n userData?: UserData;\n\n /**\n * auth data provided by your `onAuth`\n */\n auth?: AuthData;\n\n /**\n * Reconnection token used to re-join the room after onLeave + allowReconnection().\n *\n * IMPORTANT:\n * This is not the full reconnection token the client provides for the server.\n * The format provided by .reconnect() from the client-side must follow: \"${roomId}:${reconnectionToken}\"\n */\n reconnectionToken: string;\n\n raw(data: Uint8Array | Buffer, options?: ISendOptions, cb?: (err?: Error) => void): void;\n enqueueRaw(data: Uint8Array | Buffer, options?: ISendOptions): void;\n\n /**\n * Send a type of message to the client. Messages are encoded with MsgPack and can hold any\n * JSON-serializable data structure.\n *\n * @param type String or Number identifier the client SDK will use to receive this message\n * @param message Message payload. (automatically encoded with msgpack.)\n * @param options\n */\n send(type: string | number, message?: any, options?: ISendOptions): void;\n send(message: Schema, options?: ISendOptions): void;\n\n /**\n * Send raw bytes to this specific client.\n *\n * @param type String or Number identifier the client SDK will use to receive this message\n * @param bytes Raw byte array payload\n * @param options\n */\n sendBytes(type: string | number, bytes: Buffer | Uint8Array, options?: ISendOptions): void;\n\n /**\n * Disconnect this client from the room.\n *\n * @param code Custom close code. Default value is 1000.\n * @param data\n * @see {@link https://docs.colyseus.io/colyseus/server/room/#leavecode-number}\n */\n leave(code?: number, data?: string): void;\n\n /**\n * @deprecated Use .leave() instead.\n */\n close(code?: number, data?: string): void;\n\n /**\n * Triggers `onError` with specified code to the client-side.\n *\n * @param code\n * @param message\n */\n error(code: number, message?: string): void;\n}\n\n/**\n * Private properties of the Client instance.\n * Only accessible internally by the framework, should not be encouraged/auto-completed for the user.\n *\n * TODO: refactor this.\n * @private\n */\nexport interface ClientPrivate {\n readyState: number; // TODO: remove readyState on version 1.0.0. Use only \"state\" instead.\n _enqueuedMessages?: any[];\n _afterNextPatchQueue: Array<[string | Client, IArguments]>;\n _joinedAt: number; // \"elapsedTime\" when the client joined the room.\n}\n\nexport class ClientArray<UserData = any, AuthData = any> extends Array<Client<UserData, AuthData>> {\n public getById(sessionId: string): Client<UserData, AuthData> | undefined {\n return this.find((client) => client.sessionId === sessionId);\n }\n\n public delete(client: Client<UserData, AuthData>): boolean {\n return spliceOne(this, this.indexOf(client));\n }\n}"],
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"names": ["ClientState"]
}