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halilbilgin

halilbilgin

@halilbilgin

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Joined 25 Jul 2018, 21:18 Last Online 5 Oct 2018, 15:20

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Posts made by halilbilgin

RE: Join rooms sharing auth

Yes, I got what you mean and I am also interested in some built-in way for this kind of needs.

For join/leave room procedure, I do it by sending message from client to server or vice versa first, then close the connection in both sides, which is not nice :/.

posted in Questions & Help • 29 Sept 2018, 18:30
RE: Join rooms sharing auth

@dpastorini said in Join rooms sharing auth:

don't want to run all the validation process through the DB again.

Well, I use a traditional way for that. I produce a token for each client when they first login to the server. Then, they use the token and their ID whenever they join to a new room. Following that, the server checks if ID&token pair exists in the DB.

I think the method above is quite cheap. Another easy thing would be to have a global object in the server that is independent of any room, which keeps the credentials of the users. You can use such global objects to check if a user is already authenticated.

posted in Questions & Help • 29 Sept 2018, 16:49
Online Word Chain Anroid & IOS(soon)

Hello,

We recently published a mobile game that uses Colyseus as a communication layer between client and server. Unity was the framework that we used in client side.

Its google play link: https://play.google.com/store/apps/details?id=com.mkcelikbas.OnlineWordChain

Our general impression towards the Colyseus is highly positive, although we needed some hack in some parts.

Here is the most prominent problem we faced ( not so important though)
client.close() does not trigger anything in client side and for the server side when room.close() is executed, thus we needed to send a message first that says the connection will be closed.

posted in Showcase • 29 Sept 2018, 16:39
RE: Avoid server crash with try catch?

Thanks for answers and recommendations. My aim was to avoid crashs due to the bugs I haven't discovered yet, or any undefined action client made that could make the whole server(all the other rooms) crash.

As an answer to @endel, errors that I have come across so far was thrown from timeout callback functions so putting try catch to onJoin might not help :) .

posted in Questions & Help • 29 Sept 2018, 15:56
Avoid server crash with try catch?

Hello,

There are times when my game server crashes because of an exception thrown in a single game room. I want to avoid this behaviour by exception handling. However, I don't know where I should put my try catch block to handle all the errors thrown in a single game room instance.

Any ideas?

posted in Questions & Help • 27 Sept 2018, 06:46
RE: Remote room timedout requesting getInspectData

This makes sense! I had better hide the colyseus monitor's logs.

posted in Questions & Help • 25 Sept 2018, 09:28
Remote room timedout requesting getInspectData

Hello, I keep seeing this error log:
Error: remote room (rJeKY-2LY7) timed out, requesting "getInspectData"
at Timeout.setTimeout (/home/halil/wordchain/node_modules/colyseus/lib/MatchMaker.js:156:32)
at ontimeout (timers.js:498:11)
at tryOnTimeout (timers.js:323:5)
at Timer.listOnTimeout (timers.js:290:5)

Apparently, it gets thrown from this line: https://github.com/gamestdio/colyseus/blob/4cf565a2b04550c1e3da2677a6f16e6afef6ae37/src/MatchMaker.ts#L193

It happens during gameplay, not affecting anything except my console logs :). But I would like to learn why I am getting this error.

Any ideas?

Thanks,

posted in Questions & Help • 24 Sept 2018, 19:08

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