@COCO My bad. I recreated the transport as pointed out by Endel here https://github.com/colyseus/uWebSockets-express/issues/19
Posts made by duong2179
@COCO Tried, but it made no difference, unfortunately. I think the problem comes from how / syntax that I put the auth
and monitor()
in use with the app
instance.
@COCO Here is the dependencies:
"dependencies": {
"@colyseus/core": "^0.14.29",
"@colyseus/monitor": "^0.14.22",
"@colyseus/schema": "^1.0.34",
"@colyseus/uwebsockets-transport": "^0.14.29",
"uwebsockets-express": "^1.2.2",
...
I followed alternative-express-compatibility-layer to employ uWebSockets.js in my colyseus server. I wanted to enable the monitoring module by the following code snippet but failed:
const uwsTransport = new uWebSocketsTransport({});
const app = expressify(uwsTransport.app);
app.use(cors());
app.use(express.json());
const auth = basicAuth.default({
users: {
someuser: "somepassword",
},
challenge: true,
});
app.use(auth);
app.use("/colyseus", monitor());
const gameServer = new Server({
transport: new uWebSocketsTransport({
}),
});
@COCO Thank you. But I am asking about pinging from client to server...
Do you all maybe know if a Colyseus client can ping the server?
@coco No error logs on both sides, unfortunately.
We use the Colyseus (0.14) client for Unity and have run into an issue: Player A seems to fail to send messages to the server so that other players cannot see him move. But interestingly, he still can see other players move around. This persists for about 1 minute before onLeave() is triggered on him.