Specify a webhook-driven task for OpenClaw
Describe event inputs, validation, deduplication, and intended actions before integration work.
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Colyseus server setup, room handlers, lifecycle events, and scaling. Use when setting up multiplayer server.
---
name: dev-multiplayer-colyseus-server
description: Colyseus server setup, room handlers, lifecycle events, and scaling. Use when setting up multiplayer server.
category: multiplayer
---
# Colyseus Server Setup
Node.js multiplayer framework - authoritative game server with real-time state sync.
## When to Use
Use when:
- Setting up Colyseus server
- Creating room handlers
- Implementing matchmaking
- Configuring server transport
## Server Setup (ESM Required)
```typescript
// server/index.ts - MUST use ESM
import { Server } from 'colyseus';
import { createServer } from 'http';
import express from 'express';
import { WebSocketTransport } from '@colyseus/ws-transport';
import { GameRoom } from './rooms/GameRoom';
const port = Number(process.env.PORT) || 2567;
const app = express();
// CORS middleware
app.use((req, res, next) => {
res.setHeader('Access-Control-Allow-Origin', '*');
res.setHeader('Access-Control-Allow-Methods', 'GET, POST, PUT, DELETE, OPTIONS');
res.setHeader('Access-Control-Allow-Headers', 'Content-Type, Authorization');
if (req.method === 'OPTIONS') {
res.writeHead(200);
res.end();
return;
}
next();
});
const httpServer = createServer(app);
const gameServer = new Server({
transport: new WebSocketTransport({ server: httpServer }),
});
gameServer.define('game_room', GameRoom);
gameServer.listen(port);
console.log(`Colyseus server listening on wss://localhost:${port}`);
```
**CRITICAL**: Server MUST use `"type": "module"` in package.json. Do NOT use CommonJS.
## Room Handler Definition
```typescript
import { Room, Client } from 'colyseus';
import { Schema, type, MapSchema } from '@colyseus/schema';
export class GameRoom extends Room<GameRoomState> {
onCreate(options: any) {
this.setState(new GameRoomState());
console.log(`[GameRoom] Created: ${this.roomId}`);
// Simulation tick (deltaTime in seconds)
this.setSimulationInterval((deltaTime) => {
this.update(deltaTime);
});
// One-time event
this.clock.setTimeout(() => this.endMatch(), 5000);
// Repeated event
this.clock.setInterval(() => this.checkCondition(), 100);
}
onJoin(client: Client, options: any) {
const player = new PlayerState();
player.clientId = client.sessionId;
this.state.players.set(client.sessionId, player);
client.send('welcome', { playerId: client.sessionId });
}
onLeave(client: Client, consented: boolean) {
this.state.players.delete(client.sessionId);
}
onMessage(client: Client, data: any) {
switch (data.type) {
case 'player_input':
this.handleInput(client, data);
break;
}
}
onDispose() {
console.log(`[GameRoom] Disposed: ${this.roomId}`);
}
}
```
## Message Broadcasting
```typescript
// Broadcast to all clients
this.broadcast('game_event', { data: 'value' });
// Send to specific client
client.send('personal_event', { data: 'value' });
// Send to all except sender
this.broadcast('game_event', { data: 'value' }, [client.sessionId]);
```
## Server Definition Options
```typescript
// Filter rooms by options for matchmaking
gameServer
.define('battle', BattleRoom)
.filterBy(['mode', 'map']);
// Sort rooms for matchmaking priority
gameServer
.define('battle', BattleRoom)
.sortBy({ clients: -1 }); // Most players first
// Enable realtime listing
gameServer
.define('battle', BattleRoom)
.enableRealtimeListing();
// Listen to lifecycle events
gameServer
.define('chat', ChatRoom)
.on('create', (room) => console.log('Room created'))
.on('dispose', (room) => console.log('Room disposed'))
.on('join', (room, client) => console.log('Client joined'))
.on('leave', (room, client) => console.log('Client left'));
```
## Transport Configuration
```typescript
import { WebSocketTransport } from '@colyseus/ws-transport';
new WebSocketTransport({
server, // HTTP server instance
pingInterval: 30000, // Ping interval (ms)
pingMaxRetries: 3, // Max retries before disconnect
});
// Development: simulate latency
if (process.env.NODE_ENV !== 'production') {
gameServer.simulateLatency(200);
}
```
## Scaling with Redis
```typescript
import { Server, RedisPresence, RedisDriver } from 'colyseus';
const gameServer = new Server({
presence: new RedisPresence(), // Multi-process communication
driver: new RedisDriver(), // Room storage across processes
});
```
## Best Practices
1. **Always use ESM** - `"type": "module"` in package.json
2. **Validate all inputs** - Never trust client data
3. **Rate limit actions** - Prevent spam exploits
4. **Log room lifecycle** - For debugging
5. **Use Schema for state** - Efficient binary serialization
## Common Mistakes
| ❌ Wrong | ✅ Right |
|----------|----------|
| `require/module.exports` | `import/export` with `"type": "module"` |
| Server using `colyseus.js` | Server uses `colyseus` package |
| Trusting client positions | Validate all inputs server-side |
## Reference
- [Colyseus Server Docs](https://docs.colyseus.io/server)
- [Room Handlers](https://docs.colyseus.io/server/room/)
---
## Room Lifecycle Best Practices (Updated 2026-01-28)
From arch-003 retrospective - proven patterns for Colyseus room implementation.
### Lifecycle Event Order
```
onCreate (once) → onAuth (per client) → onJoin (per client) → onMessage (loop)
→ onLeave (per client) → onDispose (once, when no clients)
```
### onCreate Implementation Pattern
```typescript
import { Room, Client } from 'colyseus';
import { MyRoomState } from '../schema/MyRoomState';
export class MyRoom extends Room<MyRoomState> {
maxClients = 64; // Set on class for 64-player FFA
onCreate(options: any) {
// 1. Initialize state
this.setState(new MyRoomState());
// 2. Set patch rate (20Hz = 50ms for multiplayer games)
this.setPatchRate(50); // 50ms = 20 ticks/sec
// 3. Set up simulation interval (optional game loop)
this.setSimulationInterval((deltaTime) => {
this.gameLoop(deltaTime);
});
// 4. Register message handlers
this.onMessage('input', (client, data) => {
this.handlePlayerInput(client, data);
});
console.log(`[Room ${this.roomId}] Created with options:`, options);
}
onAuth(client: Client, options: any): boolean | Promise<any> {
// Return true to allow, false/error to reject
// Can return Promise for async validation
return true;
}
onJoin(client: Client, options: any) {
console.log(`[Room ${this.roomId}] Client joined: ${client.sessionId}`);
// Create player state
const player = new PlayerState();
player.sessionId = client.sessionId;
this.state.players.set(client.sessionId, player);
// Send welcome message
client.send('welcome', { sessionId: client.sessionId });
}
onLeave(client: Client, consented: boolean) {
console.log(`[Room ${this.roomId}] Client left: ${client.sessionId} (consented: ${consented})`);
// Remove player from state
this.state.players.delete(client.sessionId);
}
onDispose() {
console.log(`[Room ${this.roomId}] Disposed`);
}
private gameLoop(deltaTime: number) {
// Game logic here
}
}
```
### Room Configuration Best Practices
| Configuration | Value | Purpose |
|--------------|-------|---------|
| `maxClients` | 64 | FFA mode capacity |
| `patchRate` | 50ms | 20Hz state sync for multiplayer |
| `autoDispose` | true | Cleanup when empty (default) |
| `setSimulationInterval` | 16.6ms | 60Hz game loop (optional) |
### Message Handler Pattern
```typescript
// Specific message type
this.onMessage('move', (client, data) => {
const player = this.state.players.get(client.sessionId);
if (player) {
player.x = data.x;
player.y = data.y;
}
});
// Catch-all for other messages
this.onMessage('*', (client, type, data) => {
console.log(`Unhandled message: ${type}`, data);
});
```
**Sources:**
- https://docs.colyseus.io/colyseus/server/room/
- **Learned from arch-003 retrospective (2026-01-28)**
---
name: dev-multiplayer-colyseus-server
description: Colyseus server setup, room handlers, lifecycle events, and scaling. Use when setting up multiplayer server.
category: multiplayer
---
# Colyseus Server Setup
Node.js multiplayer framework - authoritative game server with real-time state sync.
## When to Use
Use when:
- Setting up Colyseus server
- Creating room handlers
- Implementing matchmaking
- Configuring server transport
## Server Setup (ESM Required)
```typescript
// server/index.ts - MUST use ESM
import { Server } from 'colyseus';
import { createServer } from 'http';
import express from 'express';
import { WebSocketTransport } from '@colyseus/ws-transport';
import { GameRoom } from './rooms/GameRoom';
const port = Number(process.env.PORT) || 2567;
const app = express();
// CORS middleware
app.use((req, res, next) => {
res.setHeader('Access-Control-Allow-Origin', '*');
res.setHeader('Access-Control-Allow-Methods', 'GET, POST, PUT, DELETE, OPTIONS');
res.setHeader('Access-Control-Allow-Headers', 'Content-Type, Authorization');
if (req.method === 'OPTIONS') {
res.writeHead(200);
res.end();
return;
}
next();
});
const httpServer = createServer(app);
const gameServer = new Server({
transport: new WebSocketTransport({ server: httpServer }),
});
gameServer.define('game_room', GameRoom);
gameServer.listen(port);
console.log(`Colyseus server listening on wss://localhost:${port}`);
```
**CRITICAL**: Server MUST use `"type": "module"` in package.json. Do NOT use CommonJS.
## Room Handler Definition
```typescript
import { Room, Client } from 'colyseus';
import { Schema, type, MapSchema } from '@colyseus/schema';
export class GameRoom extends Room<GameRoomState> {
onCreate(options: any) {
this.setState(new GameRoomState());
console.log(`[GameRoom] Created: ${this.roomId}`);
// Simulation tick (deltaTime in seconds)
this.setSimulationInterval((deltaTime) => {
this.update(deltaTime);
});
// One-time event
this.clock.setTimeout(() => this.endMatch(), 5000);
// Repeated event
this.clock.setInterval(() => this.checkCondition(), 100);
}
onJoin(client: Client, options: any) {
const player = new PlayerState();
player.clientId = client.sessionId;
this.state.players.set(client.sessionId, player);
client.send('welcome', { playerId: client.sessionId });
}
onLeave(client: Client, consented: boolean) {
this.state.players.delete(client.sessionId);
}
onMessage(client: Client, data: any) {
switch (data.type) {
case 'player_input':
this.handleInput(client, data);
break;
}
}
onDispose() {
console.log(`[GameRoom] Disposed: ${this.roomId}`);
}
}
```
## Message Broadcasting
```typescript
// Broadcast to all clients
this.broadcast('game_event', { data: 'value' });
// Send to specific client
client.send('personal_event', { data: 'value' });
// Send to all except sender
this.broadcast('game_event', { data: 'value' }, [client.sessionId]);
```
## Server Definition Options
```typescript
// Filter rooms by options for matchmaking
gameServer
.define('battle', BattleRoom)
.filterBy(['mode', 'map']);
// Sort rooms for matchmaking priority
gameServer
.define('battle', BattleRoom)
.sortBy({ clients: -1 }); // Most players first
// Enable realtime listing
gameServer
.define('battle', BattleRoom)
.enableRealtimeListing();
// Listen to lifecycle events
gameServer
.define('chat', ChatRoom)
.on('create', (room) => console.log('Room created'))
.on('dispose', (room) => console.log('Room disposed'))
.on('join', (room, client) => console.log('Client joined'))
.on('leave', (room, client) => console.log('Client left'));
```
## Transport Configuration
```typescript
import { WebSocketTransport } from '@colyseus/ws-transport';
new WebSocketTransport({
server, // HTTP server instance
pingInterval: 30000, // Ping interval (ms)
pingMaxRetries: 3, // Max retries before disconnect
});
// Development: simulate latency
if (process.env.NODE_ENV !== 'production') {
gameServer.simulateLatency(200);
}
```
## Scaling with Redis
```typescript
import { Server, RedisPresence, RedisDriver } from 'colyseus';
const gameServer = new Server({
presence: new RedisPresence(), // Multi-process communication
driver: new RedisDriver(), // Room storage across processes
});
```
## Best Practices
1. **Always use ESM** - `"type": "module"` in package.json
2. **Validate all inputs** - Never trust client data
3. **Rate limit actions** - Prevent spam exploits
4. **Log room lifecycle** - For debugging
5. **Use Schema for state** - Efficient binary serialization
## Common Mistakes
| ❌ Wrong | ✅ Right |
|----------|----------|
| `require/module.exports` | `import/export` with `"type": "module"` |
| Server using `colyseus.js` | Server uses `colyseus` package |
| Trusting client positions | Validate all inputs server-side |
## Reference
- [Colyseus Server Docs](https://docs.colyseus.io/server)
- [Room Handlers](https://docs.colyseus.io/server/room/)
---
## Room Lifecycle Best Practices (Updated 2026-01-28)
From arch-003 retrospective - proven patterns for Colyseus room implementation.
### Lifecycle Event Order
```
onCreate (once) → onAuth (per client) → onJoin (per client) → onMessage (loop)
→ onLeave (per client) → onDispose (once, when no clients)
```
### onCreate Implementation Pattern
```typescript
import { Room, Client } from 'colyseus';
import { MyRoomState } from '../schema/MyRoomState';
export class MyRoom extends Room<MyRoomState> {
maxClients = 64; // Set on class for 64-player FFA
onCreate(options: any) {
// 1. Initialize state
this.setState(new MyRoomState());
// 2. Set patch rate (20Hz = 50ms for multiplayer games)
this.setPatchRate(50); // 50ms = 20 ticks/sec
// 3. Set up simulation interval (optional game loop)
this.setSimulationInterval((deltaTime) => {
this.gameLoop(deltaTime);
});
// 4. Register message handlers
this.onMessage('input', (client, data) => {
this.handlePlayerInput(client, data);
});
console.log(`[Room ${this.roomId}] Created with options:`, options);
}
onAuth(client: Client, options: any): boolean | Promise<any> {
// Return true to allow, false/error to reject
// Can return Promise for async validation
return true;
}
onJoin(client: Client, options: any) {
console.log(`[Room ${this.roomId}] Client joined: ${client.sessionId}`);
// Create player state
const player = new PlayerState();
player.sessionId = client.sessionId;
this.state.players.set(client.sessionId, player);
// Send welcome message
client.send('welcome', { sessionId: client.sessionId });
}
onLeave(client: Client, consented: boolean) {
console.log(`[Room ${this.roomId}] Client left: ${client.sessionId} (consented: ${consented})`);
// Remove player from state
this.state.players.delete(client.sessionId);
}
onDispose() {
console.log(`[Room ${this.roomId}] Disposed`);
}
private gameLoop(deltaTime: number) {
// Game logic here
}
}
```
### Room Configuration Best Practices
| Configuration | Value | Purpose |
|--------------|-------|---------|
| `maxClients` | 64 | FFA mode capacity |
| `patchRate` | 50ms | 20Hz state sync for multiplayer |
| `autoDispose` | true | Cleanup when empty (default) |
| `setSimulationInterval` | 16.6ms | 60Hz game loop (optional) |
### Message Handler Pattern
```typescript
// Specific message type
this.onMessage('move', (client, data) => {
const player = this.state.players.get(client.sessionId);
if (player) {
player.x = data.x;
player.y = data.y;
}
});
// Catch-all for other messages
this.onMessage('*', (client, type, data) => {
console.log(`Unhandled message: ${type}`, data);
});
```
**Sources:**
- https://docs.colyseus.io/colyseus/server/room/
- **Learned from arch-003 retrospective (2026-01-28)**
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