could you upload a piece of code that throw ing errors? Thanks.
Best posts made by COCO
RE: Why does Jest logs `TypeError: decode[type] is not a function` error while testing ?
posted in Questions & Help •
RE: Cross Origin Resource Policy error(sovled)
posted in Questions & Help •
Hi, Deiran!
This is because your js file hosted by https server but you try to get it without https (maybe locally).
You put you game into an https server and run it with your local browser, the error should gone.
RE: read ECONNRESET
posted in Questions & Help •
It looks like connection timeout caused by lots of clients at the same time. I'm asking the team what should we do if this happens.
If the number of clients is big enough, timeout errors will happen sooner or later. Try to increase the timeout value or catch errors by your code.
The server should serve how many clients at the same time is depend on your game design.
Ther sever can serve how many clients at the same time is depend on the soft and hardware.
RE: handl error when client recconect(SOLVED)
posted in Questions & Help •
@chaimae
Hi,
reference:
- https://docs.colyseus.io/colyseus/client/client/#reconnect-roomid-string-sessionid-string
Usage - Colyseus & Arena Cloud Documentation
Documentation for Colyseus Multiplayer Framework for Node.js - https://docs.colyseus.io/colyseus/server/room/#allowreconnection-client-seconds
Room - Colyseus & Arena Cloud Documentation
Documentation for Colyseus Multiplayer Framework for Node.js - https://github.com/colyseus/colyseus-unity3d/blob/master/Server/src/rooms/MyRoom.ts
GitHub
colyseus-unity-sdk/MyRoom.ts at master · colyseus/colyseus-unity-sdk
server:
async onLeave (client: Client, consented: boolean) {
// flag client as inactive for other users
this.state.players.get(client.sessionId).connected = false;
try {
if (consented) {
throw new Error("consented leave");
}
// allow disconnected client to reconnect into this room until 20 seconds
await this.allowReconnection(client, 20);
// client returned! let's re-activate it.
this.state.players.get(client.sessionId).connected = true;
} catch (e) {
// 20 seconds expired. let's remove the client.
this.state.players.delete(client.sessionId);
}
}
client:
private void OnLeaveRoom(int code)
{
WebSocketCloseCode parsedCode = WebSocketHelpers.ParseCloseCodeEnum(code);
LSLog.Log(string.Format("ROOM: ON LEAVE =- Reason: {0} ({1})", parsedCode, code));
_pingThread.Abort();
_pingThread = null;
_room = null;
if (parsedCode != WebSocketCloseCode.Normal && !string.IsNullOrEmpty(_lastRoomId))
{
JoinRoomId(_lastRoomId,null);
}
}