Installable skillMIT

dev-multiplayer-colyseus-state

Colyseus state schema definition, types, decorators, and serialization patterns. Use when defining room state.

BY feliperybaUPDATED Oct 27, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
name: dev-multiplayer-colyseus-state
description: Colyseus state schema definition, types, decorators, and serialization patterns. Use when defining room state.
category: multiplayer
---

# Colyseus State Schema

Define efficient binary-serializable state for Colyseus rooms using @colyseus/schema.

## When to Use

Use when:
- Defining room state schemas
- Creating player/entity state
- Setting up state collections
- Optimizing network bandwidth

## Schema Types

```typescript
import { Schema, type, MapSchema, ArraySchema } from '@colyseus/schema';

// Primitive types
@type('string')   // String
@type('number')   // Number (float)
@type('uint8')    // Unsigned 8-bit (0-255)
@type('uint16')   // Unsigned 16-bit (0-65535)
@type('uint32')   // Unsigned 32-bit
@type('int8')     // Signed 8-bit
@type('int16')    // Signed 16-bit
@type('int32')    // Signed 32-bit
@type('boolean')  // Boolean
@type('float32')  // 32-bit float

// Collection types
@type({ map: PlayerState })  // Map<string, PlayerState>
@type([PlayerState])         // Array<PlayerState>
```

## Basic Player State

```typescript
import { Schema, type } from '@colyseus/schema';

class PlayerState extends Schema {
  @type('string') clientId: string = '';
  @type('uint8') team: number = 0;  // 0 = orange, 1 = blue
  @type('float32') x: number = 0;
  @type('float32') y: number = 0;
  @type('float32') z: number = 0;
  @type('float32') rotation: number = 0;
  @type('uint16') score: number = 0;
  @type('boolean') isAlive: boolean = true;
}
```

## Room State Schema

```typescript
import { Schema, type, MapSchema } from '@colyseus/schema';

class GameRoomState extends Schema {
  @type({ map: PlayerState }) players = new MapSchema<PlayerState>();
  @type('uint8') phase: number = 0; // 0=waiting, 1=playing, 2=ended
  @type('uint16') orangeScore: number = 0;
  @type('uint16') blueScore: number = 0;
}
```

## Complex Nested Schema

```typescript
class Vector3Schema extends Schema {
  @type('float32') x: number = 0;
  @type('float32') y: number = 0;
  @type('float32') z: number = 0;
}

class PlayerState extends Schema {
  @type('string') clientId: string = '';
  @type(Vector3Schema) position: Vector3Schema = new Vector3Schema();
  @type(Vector3Schema) velocity: Vector3Schema = new Vector3Schema();
  @type('uint16') score: number = 0;
  @type('uint8') health: number = 100;
  @type('uint8') inkTank: number = 100;
  @type('boolean') isAlive: boolean = true;
}

class TeamScore extends Schema {
  @type('uint16') paintCoverage: number = 0;
  @type('uint16') kills: number = 0;
  @type('uint16') deaths: number = 0;
  @type('boolean') hasWon: boolean = false;
}

class MatchState extends Schema {
  @type('string') phase: string = 'waiting';
  @type('uint16') timeRemaining: number = 180;
  @type({ map: TeamScore }) teamScores = new MapSchema<TeamScore>();
  @type({ map: PlayerState }) players = new MapSchema<PlayerState>();
  @type([PaintSplat]) paintSplats = new ArraySchema<PaintSplat>();
}
```

## Using State in Room Handler

```typescript
export class GameRoom extends Room<GameRoomState> {
  onCreate(options: any) {
    this.setState(new GameRoomState());
  }

  onJoin(client: Client, options: any) {
    const player = new PlayerState();
    player.clientId = client.sessionId;
    player.x = 0; player.y = 0; player.z = 0;

    // Assign team
    const orangeCount = this.getOrangeCount();
    const blueCount = this.getBlueCount();
    player.team = orangeCount <= blueCount ? 0 : 1;

    this.state.players.set(client.sessionId, player);
  }

  onLeave(client: Client, consented: boolean) {
    this.state.players.delete(client.sessionId);
  }

  onMessage(client: Client, data: any) {
    const player = this.state.players.get(client.sessionId);
    if (!player) return;

    // Update player state
    if (data.type === 'move') {
      player.x = data.x;
      player.y = data.y;
      player.z = data.z;
    }
  }

  private getOrangeCount(): number {
    return Array.from(this.state.players.values())
      .filter(p => p.team === 0).length;
  }

  private getBlueCount(): number {
    return Array.from(this.state.players.values())
      .filter(p => p.team === 1).length;
  }
}
```

## Array Schema Operations

```typescript
class MyState extends Schema {
  @type([PlayerState]) players = new ArraySchema<PlayerState>();
}

// Add to array
this.state.players.push(new PlayerState());

// Remove from array
this.state.players.splice(index, 1);

// Iterate
this.state.players.forEach((player, index) => {
  console.log(player.clientId);
});
```

## Type Selection Guidelines

| Use Case | Type | Bytes | Range |
|----------|------|-------|-------|
| Player health 0-100 | uint8 | 1 | 0-255 |
| Score 0-65535 | uint16 | 2 | 0-65535 |
| Coordinates (-100 to 100) | float32 | 4 | ±3.4E38 |
| Team enum | uint8 | 1 | 0-255 |
| Player ID | string | variable | text |
| Boolean flag | boolean | 1 | true/false |

## Best Practices

1. **Use smallest type that fits** - Saves bandwidth
2. **Always add @type decorators** - Required for serialization
3. **Use collections efficiently** - MapSchema for dynamic keys, ArraySchema for ordered lists
4. **Initialize default values** - Prevents undefined issues
5. **Keep state flat** - Deep nesting increases complexity

## Common Mistakes

| ❌ Wrong | ✅ Right |
|----------|----------|
| Missing @type decorator | Always add `@type('string')` |
| Using `number` for small ranges | Use `uint8`, `uint16` for savings |
| Deep nesting (4+ levels) | Keep state shallow |
| Not initializing defaults | Set default: `x: number = 0` |

## Reference

- [Schema Documentation](https://docs.colyseus.io/state-synchronization/)
- [Schema API](https://docs.colyseus.io/state-synchronization/schema-api/)

---

## Schema Definition Best Practices (Updated 2026-01-28)

From arch-003 retrospective - proven patterns for @colyseus/schema.

### Complete Player Schema Pattern

```typescript
import { Schema, type } from '@colyseus/schema';

/**
 * Player state schema for server-authoritative multiplayer
 *
 * Type Selection Guidelines:
 * - uint8: 0-255 (health, armor, small counters)
 * - uint16: 0-65535 (scores, larger counters)
 * - float32: Coordinates, rotation (precision needed)
 * - string: Variable text (sessionId, weapon names)
 * - boolean: Flags (isAlive, connected)
 */
export class PlayerState extends Schema {
  // Position (float32 for precision)
  @type('float32') x: number = 0;
  @type('float32') y: number = 0;
  @type('float32') z: number = 0;

  // Rotation (degrees or radians)
  @type('float32') rotation: number = 0;

  // Combat stats (uint8 sufficient for 0-100 ranges)
  @type('uint8') health: number = 100;
  @type('uint8') armor: number = 0;

  // Weapon (string for flexibility - consider enum for type safety)
  @type('string') weapon: string = 'blaster';

  // Score tracking
  @type('uint8') kills: number = 0;
  @type('boolean') isAlive: boolean = true;
}
```

### Complete Room State Pattern

```typescript
import { Schema, type, MapSchema } from '@colyseus/schema';
import { PlayerState } from './PlayerState';

export class ArenaState extends Schema {
  // Players map - keyed by sessionId
  @type({ map: PlayerState }) players = new MapSchema<PlayerState>();

  // Room settings
  @type('string') mapSeed: string = '';

  // Match state
  @type('uint16') playersAlive: number = 0;
  @type('string') phase: string = 'lobby';  // lobby, playing, ended
}
```

### Schema Type Selection Guide

| Data | Type | Bytes | Range | Example |
|------|------|-------|-------|---------|
| Health 0-100 | uint8 | 1 | 0-255 | `@type('uint8') health: number = 100` |
| Armor 0-100 | uint8 | 1 | 0-255 | `@type('uint8') armor: number = 0` |
| Kills 0-63 | uint8 | 1 | 0-255 | `@type('uint8') kills: number = 0` |
| Score 0-65535 | uint16 | 2 | 0-65535 | `@type('uint16') score: number = 0` |
| Position X/Y/Z | float32 | 4 | ±3.4E38 | `@type('float32') x: number = 0` |
| Rotation | float32 | 4 | ±3.4E38 | `@type('float32') rotation: number = 0` |
| Session ID | string | variable | text | `@type('string') sessionId: string = ''` |
| Weapon name | string | variable | text | `@type('string') weapon: string = ''` |
| Alive status | boolean | 1 | true/false | `@type('boolean') isAlive: boolean = true` |
| Player map | MapSchema | 4+ bytes | dynamic | `@type({ map: PlayerState })` |

### Common Schema Mistakes

| ❌ Wrong | ✅ Right | Why |
|----------|----------|-----|
| `@type()` missing | `@type('uint8')` | Required for serialization |
| `@type('number')` for health | `@type('uint8')` | Saves 3 bytes per player |
| `health` without default | `health: number = 100` | Prevents undefined |
| Using `Array` for players | `MapSchema<Player>` | Efficient lookup by ID |

**Sources:**
- https://docs.colyseus.io/colyseus/server/schema/
- **Learned from arch-003 retrospective (2026-01-28)**
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.

Resource notes updated 2026-10-27 · Original instructions by feliperyba