I found the algorithm explained at
. The filter may return multiple rooms, and when that happens, the server sorts the rooms using sortBy settings and selects which one to join.
This link points now to the version 0.13.0. If you're using version 0.12.x, you should include that version of the client instead:
Hope this helps.
Also, if you’re creating separate files to keep your code lean, I created a class with a static variable pointing to the room. In the onCreate event of Room, I assign the static room property. Then I can import that class from any file and use the room methods.
Hi @JimboAction, not yet. It would be great to have it eventually.
We already have a C++11 client written for Cocos2d-x: https://github.com/colyseus/colyseus-cocos2d-x
Godot recently released their new WebSocket implementation: https://godotengine.org/article/websocket-updates-udp-multicast
AFAIK Godot still uses C++03 in their engine, but C++11/17 is supported if using GDNative: https://docs.godotengine.org/en/3.1/tutorials/plugins/gdnative/gdnative-cpp-example.html
So you need to be sure that js got generated with ES6 features with classes and all that. Check generated index.js - it should contain classes, something like this: class server_rooms_StateHandlerRoom extends colyseus_server_Room
I'd love to see the Defold client evolving to eventually support all major LUA platforms, such as the ones you suggested, and löve2d.
The problem currently is the platform-specifics of WebSocket implementations, basically. Defold has its own WebSocket client that works for them, CoronaSDK also has one made by the community - which AFAIK it doesn't work with binary data.
@Apollo144 do you know if Gideros have a WebSocket client?