@colyseus/core
Version:
Multiplayer Framework for Node.js.
236 lines (200 loc) • 7.75 kB
text/typescript
import * as http from 'http';
import * as https from 'https';
import type { Router } from '@colyseus/better-call';
import { ErrorCode } from '@colyseus/shared-types';
import { StateView } from '@colyseus/schema';
import { EventEmitter } from 'events';
import { spliceOne } from './utils/Utils.ts';
import { ServerError } from './errors/ServerError.ts';
import type { Room } from './Room.ts';
let _transport: Transport | undefined;
export function setTransport(transport: Transport) { _transport = transport; }
export function getTransport() { return _transport; }
export abstract class Transport {
public protocol?: string;
public server?: http.Server | https.Server;
public abstract listen(port?: number | string, hostname?: string, backlog?: number, listeningListener?: Function): this;
public abstract shutdown(): void;
public abstract simulateLatency(milliseconds: number): void;
/**
* Returns an Express-compatible application for HTTP route handling.
* For uWebSockets transport, this uses the uwebsockets-express module.
* This method is called lazily only when an express callback is provided in server options.
*/
public getExpressApp?(): Promise<import('express').Application> | import('express').Application | undefined;
/**
* Binds a router to the transport.
* Some transports may have a custom way to bind a router to the transport.
* (uWebSocketsTransport)
*/
public bindRouter?(router: Router): void;
}
export type AuthContext = {
token?: string,
headers: Headers,
ip: string | string[];
// FIXME: each transport may have its own specific properties.
// "req" only applies to WebSocketTransport.
req?: any;
};
export interface ISendOptions {
afterNextPatch?: boolean;
}
export const ClientState = {
JOINING: 0,
JOINED: 1,
RECONNECTING: 2,
RECONNECTED: 3,
LEAVING: 4,
CLOSED: 5
} as const;
export type ClientState = (typeof ClientState)[keyof typeof ClientState];
// Helper types to extract properties from the Client type parameter
type ExtractClientUserData<T> = T extends { userData: infer U } ? U : T;
type ExtractClientAuth<T> = T extends { auth: infer A } ? A : any;
type ExtractClientMessages<T> = T extends { messages: infer M } ? M : any;
// Helper type to make message required when the message type demands it
export type MessageArgs<M, Options> =
unknown extends M ? [message?: M, options?: Options] : // Handle 'any' type (backwards compatibility)
[M] extends [never] ? [message?: M, options?: Options] :
[M] extends [void] ? [message?: M, options?: Options] :
[M] extends [undefined] ? [message?: M, options?: Options] :
undefined extends M ? [message?: M, options?: Options] :
[message: M, options?: Options];
/**
* The client instance from the server-side is responsible for the transport layer between the server and the client.
* It should not be confused with the Client from the client-side SDK, as they have completely different purposes!
* You operate on client instances from `this.clients`, `Room#onJoin()`, `Room#onLeave()` and `Room#onMessage()`.
*
* - This is the raw WebSocket connection coming from the `ws` package. There are more methods available which aren't
* encouraged to use along with Colyseus.
*/
export interface Client<T extends { userData?: any, auth?: any, messages?: Record<string | number, any> } = any> {
'~messages': ExtractClientMessages<T>;
ref: EventEmitter;
/**
* @deprecated use `sessionId` instead.
*/
id: string;
/**
* Unique id per session.
*/
sessionId: string; // TODO: remove sessionId on version 1.0.0
/**
* Connection state
*/
state: ClientState;
/**
* Optional: when using `@view()` decorator in your state properties, this will be the view instance for this client.
*/
view?: StateView;
/**
* User-defined data can be attached to the Client instance through this variable.
* - Can be used to store custom data about the client's connection. userData is not synchronized with the client,
* and should be used only to keep player-specific with its connection.
*/
userData?: ExtractClientUserData<T>;
/**
* auth data provided by your `onAuth`
*/
auth?: ExtractClientAuth<T>;
/**
* Reconnection token used to re-join the room after onLeave + allowReconnection().
*
* IMPORTANT:
* This is not the full reconnection token the client provides for the server.
* The format provided by .reconnect() from the client-side must follow: "${roomId}:${reconnectionToken}"
*/
reconnectionToken: string;
// TODO: move these to ClientPrivate
raw(data: Uint8Array | Buffer, options?: ISendOptions, cb?: (err?: Error) => void): void;
enqueueRaw(data: Uint8Array | Buffer, options?: ISendOptions): void;
/**
* Send a type of message to the client. Messages are encoded with MsgPack and can hold any
* JSON-serializable data structure.
*
* @param type String or Number identifier the client SDK will use to receive this message
* @param message Message payload. (automatically encoded with msgpack.)
* @param options
*/
send<K extends keyof this['~messages']>(
type: K,
...args: MessageArgs<this['~messages'][K], ISendOptions>
): void;
/**
* Send raw bytes to this specific client.
*
* @param type String or Number identifier the client SDK will use to receive this message
* @param bytes Raw byte array payload
* @param options
*/
sendBytes(type: string | number, bytes: Buffer | Uint8Array, options?: ISendOptions): void;
/**
* Disconnect this client from the room.
*
* @param code Custom close code. Default value is 1000.
* @param data
* @see [Leave room](https://docs.colyseus.io/room#leave-room)
*/
leave(code?: number, data?: string): void;
/**
* @deprecated Use .leave() instead.
*/
close(code?: number, data?: string): void;
/**
* Triggers `onError` with specified code to the client-side.
*
* @param code
* @param message
*/
error(code: number, message?: string): void;
}
/**
* Private properties of the Client instance.
* Only accessible internally by the framework, should not be encouraged/auto-completed for the user.
*
* TODO: refactor this.
* @private
*/
export interface ClientPrivate {
readyState: number; // TODO: remove readyState on version 1.0.0. Use only "state" instead.
_enqueuedMessages?: any[];
_afterNextPatchQueue: Array<[string | number | Client, ArrayLike<any>]>;
_joinedAt: number; // "elapsedTime" when the client joined the room.
/**
* Used for rate limiting via maxMessagesPerSecond.
*/
_numMessagesLastSecond?: number;
_lastMessageTime?: number;
}
export class ClientArray<C extends Client = Client> extends Array<C> {
public getById(sessionId: string): C | undefined {
return this.find((client) => client.sessionId === sessionId);
}
public delete(client: C): boolean {
return spliceOne(this, this.indexOf(client));
}
}
/**
* Shared internal method to connect a Client into a Room.
* Validates seat reservation and joins the client to the room.
*
* @remarks
* **⚠️ This is an internal API and not intended for end-user use.**
*
* @internal
*/
export async function connectClientToRoom(
room: Room | undefined,
client: Client & ClientPrivate,
authContext: AuthContext,
connectionOptions: {
reconnectionToken?: string;
skipHandshake?: boolean;
},
): Promise<void> {
if (!room || !room.hasReservedSeat(client.sessionId, connectionOptions.reconnectionToken)) {
throw new ServerError(ErrorCode.MATCHMAKE_EXPIRED, 'seat reservation expired.');
}
await room['_onJoin'](client, authContext, connectionOptions);
}