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Best posts made by COCO

RE: Why does Jest logs `TypeError: decode[type] is not a function` error while testing ?

could you upload a piece of code that throw ing errors? Thanks.

posted in Questions & Help • 6 Nov 2021, 16:45
RE: Cross Origin Resource Policy error(sovled)

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.

posted in Questions & Help • 26 Jan 2022, 15:01
RE: Which files from colyseus examples to upload to Arena?(solved)

@chaimae

0_1651835067385_a2154983-3f18-401a-83d5-5bc87a3ff156-image.png

posted in Questions & Help • 6 May 2022, 11:04
RE: Get All the rooms instance(solved)

Yes, https://docs.colyseus.io/colyseus/client/client/#getavailablerooms-roomname-string .

posted in Questions & Help • 4 Jun 2022, 05:42
RE: read ECONNRESET

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.

posted in Questions & Help • 9 Jun 2022, 09:13
RE: handl error when client recconect(SOLVED)

@chaimae
Hi,
reference:

  1. 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
  2. https://docs.colyseus.io/colyseus/server/room/#allowreconnection-client-seconds
    Room - Colyseus & Arena Cloud Documentation
    Documentation for Colyseus Multiplayer Framework for Node.js
  3. 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);
        }
    }
posted in Questions & Help • 17 Jun 2022, 05:03

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