@endel I’ll be happy to help with test, keep me posted please inside this thread.
Posts made by kukuts
Hello after migration on v0.12 or v.0.13 I faced with the same issue.
If I call delete from MapScheme and immediately add a new value I did not receive new added value:
Map state after connection player A to server:
After connecting player "B" I delete BotEntity from map and immediately add PlayerBEntity on server side inside method onJoin, but got on player B client side map state as bellow:
But player A client have correct map state:
this.state.players[playerAId] = PlayerAEntity;
} // I tryed change operations order but it has no effect
Colyseus v0.11 doesn't have such a problem.
Could you take a look please?
Hi, I did scaling with a 2 processes for the test using Redis precense and Mongo driver.
What is the principle of choosing a server when a user connecting a proxy? As far as I saw, there is no rooms count information inside "colyseus:nodes" redis set. How is the process load determined when choosing a game server?
Could you describe in more detail how the proxy server works.
I am considering the possibility of updating Colyseus from version 0.10 to 0.11 but I can’t understand how you can join to the specific room using certain conditions.
For example, in version 0.10, I did that the requestJoin function always returned true if there was at least 1 player friend in the room (check by "customId" in room state).
How can certain conditions for connection be written in the new matchmaking system? These conditions should depend on the join options from client.
@endel maybe you can clear out this point plz?
How can I restore the room handlers with their state after the server is restarted? Some game room (session) logic should continue on the server without connected users.
Maybe I'm wrong in the approach? Could you direct me in the right direction