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@colyseus/core

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Multiplayer Framework for Node.js.

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var __defProp = Object.defineProperty; var __getOwnPropDesc = Object.getOwnPropertyDescriptor; var __getOwnPropNames = Object.getOwnPropertyNames; var __hasOwnProp = Object.prototype.hasOwnProperty; var __export = (target, all) => { for (var name in all) __defProp(target, name, { get: all[name], enumerable: true }); }; var __copyProps = (to, from, except, desc) => { if (from && typeof from === "object" || typeof from === "function") { for (let key of __getOwnPropNames(from)) if (!__hasOwnProp.call(to, key) && key !== except) __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable }); } return to; }; var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod); var ServerError_exports = {}; __export(ServerError_exports, { ServerError: () => ServerError }); module.exports = __toCommonJS(ServerError_exports); var import_Protocol = require("../Protocol.js"); class ServerError extends Error { constructor(code = import_Protocol.ErrorCode.MATCHMAKE_UNHANDLED, message) { super(message); if (Error.captureStackTrace) { Error.captureStackTrace(this, ServerError); } this.name = "ServerError"; this.code = code; } } // Annotate the CommonJS export names for ESM import in node: 0 && (module.exports = { ServerError });