Getting StartedConstruct 3 Construct 3

Construct 3

Installation

The plugin version must match your server’s major version. Plugin 0.18.0.x speaks the Colyseus 0.18 protocol and cannot connect to 0.17 servers.

Plugin versionColyseus server version
0.18.0.x0.18.x
0.17.0.x0.17.x
⚠️

You need a server to use Colyseus!

Construct has well-known existing features to “host” a multiplayer session from the frontend. This is not possible when using Colyseus. Colyseus is an authoritative server, written in Node.js. You can’t let your frontend host the rooms directly.

Example project

Please explore this demonstration project to understand how to use Colyseus with Construct3.

The example project covers the core concepts of using Colyseus with Construct 3:

Joining a Room

Use the “Join Room” action to connect to a room on the server. Once connected, you can listen for incoming messages using “On Message” triggers, and handle disconnection with “On Leave”.

Listening for changes in the State

Use “On State Change” to react whenever the server updates the room state. Access individual state properties using the expression syntax to read synchronized values like scores, positions, or game phase.

Listening for add/remove events on Maps and Arrays within the State

Track when items are added to or removed from collections (Maps and Arrays) in the state. These events are essential for handling dynamic lists like players joining/leaving or inventory changes.

Request/Response

Requires plugin 0.18.0.0 or later and a Colyseus 0.18 server.

“Send request” works like “Send message”, but waits for the server’s reply. The server answers by returning a value from its message handler, or turns the request down with ctx.reject(reason).

Every request carries a Tag of your choice, so the reply can be matched back to the request that produced it, the same way the HTTP actions work.

ACETypeDescription
Send requestActionSends Type with Message and waits for the reply.
Send JSON requestActionSame, with the payload written as a JSON string, e.g. Colyseus.JSON("{ userId: 42 }").
On Room ResponseTriggerThe server replied. Read the reply with ResponseValue / ResponseValueAt.
On Room Request ErrorTriggerThe server rejected the request, the handler threw, no handler exists, the connection dropped, or no reply arrived within 10 seconds.
Request was rejectedConditionTrue inside “On Room Request Error” when the server called ctx.reject(reason). The reason is available through ResponseValue.
ResponseTagExpressionTag of the last reply or error.
ResponseValueExpressionThe reply. Objects are returned as JSON strings.
ResponseValueAt("path")ExpressionA nested value of the reply, e.g. ResponseValueAt("profile.name").
ResponseValueTypeExpression"number", "string", "boolean", "object" or "undefined".

A deliberate rejection is part of your game’s flow, not a failure: it triggers “On Room Request Error” but not “On Error (any)”. Handler errors, missing handlers, disconnects and timeouts trigger both, and ErrorMessage describes what went wrong.

On the server, the same messages handlers serve both plain messages and requests:

MyRoom.ts
messages = {
    "get-profile": async (client, { userId }) => {
        return await db.profiles.findById(userId); // → "On Room Response"
    },
    "buy-item": (client, { itemId }, ctx) => {
        const item = shop.get(itemId);
        if (!item) return ctx.reject({ reason: "unknown-item" }); // → "On Room Request Error" + "Request was rejected"
        return { balance: item.buy(client) };
    },
}

Room Clock

Requires plugin 0.18.0.0 or later and a Colyseus 0.18 server.

The room keeps a clock synchronized with the server, which you can read from expressions:

ExpressionDescription
ServerNowEstimated current server time, in milliseconds.
RenderNowSmoothed server time, suitable for interpolating remote entities.
RoundTripTimeMeasured round-trip time to the room, in milliseconds.
JitterVariation of the round-trip time, in milliseconds.

The clock only synchronizes on rooms that call defineInput() on the server. On any other room, ServerNow and RenderNow return the local time, and RoundTripTime and Jitter return 0. All four return -1 while not connected to a room. For a one-off measurement on any room, use the “Get Room Ping” action and the CurrentPing expression instead.

Next Steps