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Best posts made by plyoung

RE: Timer

Check out http://colyseus.io/docs/api-timing-events/
You could set up a callback when it becomes the player's turn. They return a "Delayed" object which you can "cancel" if the player did perform his action in time.

posted in Questions & Help • 11 Jun 2018, 12:45
RE: [How] Auto leave room

Check the docs, http://colyseus.io/docs/api-room/#disconnect

As for tracking who created it you could simply keep a variable in the room class which, if not set, you set it to the client.sessionId of the joining client in onJoin. Of course if your variable is already set you know that this is the 2nd joining player and should not use its session id.

posted in Questions & Help • 17 Jun 2018, 11:15
RE: How to create list rooms

I don't known why we must to pass roomName = "battle" as parameter to method client.GetAvailableRooms () . Why its not empty ?

That identifies what kind of room you want to information about since you can have more than one type of room on the server. You might have "chat" room, or "battle" room, or "2vs2" room, "4vs4" room, "whatever" room, etc.

On server side you did something like this. See that 1st name "game" in my case, is a room name. You can have more than one of these statements in the server. gameServer.register("game", GameRoom);

client.getAvailableRooms() or setMetadata(...) anywhere ?

setMetadata is done on the server side, in your room class.

@endel I do not see getAvialabeRooms on client side API either. (Unity)All the room list related code is commented out in Client.cs

posted in Questions & Help • 17 Jun 2018, 11:09
RE: EntityMap iterator

oh, I see.. Use "in" rather than "of".
It looks much better now. Thanks.

posted in Questions & Help • 19 Jun 2018, 12:55

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