Server API » Match-maker API¶
The methods described below are provided by the matchMaker
singleton, which can be imported from the "colyseus"
package:
Stats¶
Colyseus internally keeps track of statistics for the matchmaker.
.stats.fetchAll()
¶
Fetch all stats from all processes. Returns an array of objects with the following properties:
processId
: the id of the process.roomCount
: the number of rooms on the process.ccu
: the number of connected clients on the process.
import { matchMaker } from "colyseus";
const stats = await matchMaker.stats.fetchAll();
console.log(stats);
// => [
// { processId: "xxx", roomCount: 10, ccu: 100 },
// { processId: "yyy", roomCount: 9, ccu: 90 },
// ]
.stats.getGlobalCCU()
¶
Get the total number of connected clients across all processes.
import { matchMaker } from "colyseus";
const globalCCU = await matchMaker.stats.getGlobalCCU();
console.log(globalCCU);
// => 190
.stats.local.ccu
¶
Holds the number of connected clients on the current process.
.stats.local.roomCount
¶
Holds the number of rooms on the current process.
Match-making¶
.createRoom(roomName, options)
¶
Create a new room
Parameters:
roomName
: the identifier you defined ongameServer.define()
.options
: options foronCreate
.
const room = await matchMaker.createRoom("battle", { mode: "duo" });
console.log(room);
/*
{ "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false }
*/
.joinOrCreate(roomName, options)
¶
Join or create a room and return a client seat reservation.
Parameters:
roomName
: the identifier you defined ongameServer.define()
.options
: options for the client seat reservation (foronJoin
/onAuth
).
const reservation = await matchMaker.joinOrCreate("battle", { mode: "duo" });
console.log(reservation);
/*
{
"sessionId": "zzzzzzzzz",
"room": { "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false }
}
*/
Consuming the seat reservation
You can use consumeSeatReservation()
from the client-side to join the room by its reserved seat.
.reserveSeatFor(room, clientOptions, authData)
¶
Creates a seat reservation in a specific room.
Parameters:
room
: room data (result fromcreateRoom()
, etc).clientOptions
: options foronJoin
.authData
: authentication data (available duringonJoin
asclient.auth
)
const room = await matchMaker.findOneRoomAvailable("battle", { mode: "duo" });
const reservation = await matchMaker.reserveSeatFor(room);
console.log(reservation);
/*
{
"sessionId": "zzzzzzzzz",
"room": { "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false }
}
*/
Consuming the seat reservation
You can use consumeSeatReservation()
from the client-side to join the room by its reserved seat.
.join(roomName, options)
¶
Join a room and return seat reservation. An exception is thrown if there are no rooms available for roomName
.
Parameters:
roomName
: the identifier you defined ongameServer.define()
.options
: options for the client seat reservation (foronJoin
/onAuth
).
const reservation = await matchMaker.join("battle", { mode: "duo" });
console.log(reservation);
/*
{
"sessionId": "zzzzzzzzz",
"room": { "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false }
}
*/
Consuming the seat reservation
You can use consumeSeatReservation()
from the client-side to join the room by its reserved seat.
.joinById(roomId, options)
¶
Join a room by id and return client seat reservation. An exception is thrown if a room is not found for roomId
.
Parameters:
roomId
: the id of a specific room instance.options
: options for the client seat reservation (foronJoin
/onAuth
).
const reservation = await matchMaker.joinById("xxxxxxxxx", {});
console.log(reservation);
/*
{
"sessionId": "zzzzzzzzz",
"room": { "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false }
}
*/
Consuming the seat reservation
You can use consumeSeatReservation()
from the client-side to join the room by its reserved seat.
.create(roomName, options)
¶
Create a new room and return client seat reservation.
Parameters:
roomName
: the identifier you defined ongameServer.define()
.options
: options for the client seat reservation (foronJoin
/onAuth
).
const reservation = await matchMaker.create("battle", { mode: "duo" });
console.log(reservation);
/*
{
"sessionId": "zzzzzzzzz",
"room": { "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false }
}
*/
Consuming the seat reservation
You can use consumeSeatReservation()
from the client-side to join the room by its reserved seat.
.query(conditions)
¶
Perform a query against cached rooms.
const rooms = await matchMaker.query({ name: "battle", mode: "duo" });
console.log(rooms);
/*
[
{ "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false },
{ "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false },
{ "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false }
]
*/
.findOneRoomAvailable(roomName, options)
¶
Find for a public and unlocked room available.
Parameters:
roomName
: the id of a specific room instance.options
: options for the client seat reservation (foronJoin
/onAuth
).
const room = await matchMaker.findOneRoomAvailable("battle", { mode: "duo" });
console.log(room);
/*
{ "roomId": "xxxxxxxxx", "processId": "yyyyyyyyy", "name": "battle", "locked": false }
*/
.remoteRoomCall(roomId, method, args)
¶
Call a method or return a property on a remote room.
Parameters:
roomId
: the id of a specific room instance.method
: method or attribute to call or retrieve.args
: array of arguments.
Restricting the client-side from creating rooms¶
You can restrict the client-side to be allowed only to call specific matchmaking methods.
Example: by exposing only join
, joinById
, and reconnect
methods, the client-side is
not going to be able to perform create
or joinOrCreate
calls.
import { matchmaker } from "colyseus";
matchMaker.controller.exposedMethods = ['join', 'joinById', 'reconnect'];
The available methods here are:
'create'
'join'
'joinById'
'joinOrCreate'
'reconnect'