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Client-side SDK

Colyseus currently has client-side SDK's available for the following platforms:

The Client Instance:

The Client instance is used to perform matchmaking calls, and later connect to one or many rooms.

import Colyseus from "colyseus.js";
// ...

let client = new Colyseus.Client("ws://localhost:2567");
using Colyseus;
// ...

ColyseusClient client = new ColyseusClient("ws://localhost:2567");
local ColyseusClient = require("colyseus.client")
// ...

local client = ColyseusClient.new("ws://localhost:2567");
import io.colyseus.Client;
// ...

var client = new Client("ws://localhost:2567");

No connection with the server is established yet by creating a Client instance.

Methods

joinOrCreate (roomName: string, options: any)

Join an existing room or create a new one, by provided roomName and options.

Locked or private rooms are ignored by this method.

try {
  const room = await client.joinOrCreate("battle", {/* options */});
  console.log("joined successfully", room);

} catch (e) {
  console.error("join error", e);
}
client.joinOrCreate("battle", {/* options */}).then(room => {
  console.log("joined successfully", room);
}).catch(e => {
  console.error("join error", e);
});
try {
  Room<YourStateClass> room = await client.JoinOrCreate<YourStateClass>("battle", /* Dictionary of options */);
  Debug.Log("joined successfully");

} catch (ex) {
  Debug.Log("join error");
  Debug.Log(ex.Message);
}
client:join_or_create("battle", {--[[options]]}, function(err, room)
  if (err ~= nil) then
    print("join error: " .. err)
    return
  end

  print("joined successfully")
end)
client.joinOrCreate("battle", [/* options */], YourStateClass, function(err, room) {
  if (err != null) {
    trace("join error: " + err);
    return;
  }

  trace("joined successfully");
});
client->joinOrCreate<YourStateClass>("battle", {/* options */}, [=](std::string err, Room<State>* room) {
  if (err != "") {
    std::cout << "join error: " << err << std::endl;
    return;
  }

  std::cout << "joined successfully" << std::endl;
});

create (roomName: string, options: any)

Creates a new room by provided roomName and options.

try {
  const room = await client.create("battle", {/* options */});
  console.log("joined successfully", room);

} catch (e) {
  console.error("join error", e);
}
client.create("battle", {/* options */}).then(room => {
  console.log("joined successfully", room);
}).catch(e => {
  console.error("join error", e);
});
try {
  Room<YourStateClass> room = await client.Create<YourStateClass>("battle", /* Dictionary of options */);
  Debug.Log("joined successfully");

} catch (ex) {
  Debug.Log("join error");
  Debug.Log(ex.Message);
}
client:create("battle", {--[[options]]}, function(err, room)
  if (err ~= nil) then
    print("join error: " .. err)
    return
  end

  print("joined successfully")
end)
client.create("battle", [/* options */], YourStateClass, function(err, room) {
  if (err != null) {
    trace("join error: " + err);
    return;
  }

  trace("joined successfully");
});
client->create<YourStateClass>("battle", {/* options */}, [=](std::string err, Room<State>* room) {
  if (err != "") {
    std::cout << "join error: " << err << std::endl;
    return;
  }

  std::cout << "joined successfully" << std::endl;
});

join (roomName: string, options: any)

Joins an existing room by provided roomName and options.

Locked or private rooms are ignored by this method.

try {
  const room = await client.join("battle", {/* options */});
  console.log("joined successfully", room);

} catch (e) {
  console.error("join error", e);
}
client.join("battle", {/* options */}).then(room => {
  console.log("joined successfully", room);
}).catch(e => {
  console.error("join error", e);
});
try {
  Room<YourStateClass> room = await client.Join<YourStateClass>("battle", /* Dictionary of options */);
  Debug.Log("joined successfully");

} catch (ex) {
  Debug.Log("join error");
  Debug.Log(ex.Message);
}
client:join("battle", {--[[options]]}, function(err, room)
  if (err ~= nil) then
    print("join error: " .. err)
    return
  end

  print("joined successfully")
end)
client.join("battle", [/* options */], YourStateClass, function(err, room) {
  if (err != null) {
    trace("join error: " + err);
    return;
  }

  trace("joined successfully");
});
client->join<YourStateClass>("battle", {/* options */}, [=](std::string err, Room<State>* room) {
  if (err != "") {
    std::cout << "join error: " << err << std::endl;
    return;
  }

  std::cout << "joined successfully" << std::endl;
});

joinById (roomId: string, options: any)

Joins an existing room by its roomId. Private rooms can be joined by id.

try {
  const room = await client.joinById("KRYAKzRo2", {/* options */});
  console.log("joined successfully", room);

} catch (e) {
  console.error("join error", e);
}
client.joinById("KRYAKzRo2", {/* options */}).then(room => {
  console.log("joined successfully", room);
}).catch(e => {
  console.error("join error", e);
});
try {
  Room<YourStateClass> room = await client.JoinById<YourStateClass>("battle", /* Dictionary of options */);
  Debug.Log("joined successfully");

} catch (ex) {
  Debug.Log("join error");
  Debug.Log(ex.Message);
}
client:join_by_id("battle", {--[[options]]}, function(err, room)
  if (err ~= nil) then
    print("join error: " .. err)
    return
  end

  print("joined successfully")
end)
client.joinById("battle", [/* options */], YourStateClass, function(err, room) {
  if (err != null) {
    trace("join error: " + err);
    return;
  }

  trace("joined successfully");
});
client->joinById<YourStateClass>("battle", {/* options */}, [=](std::string err, Room<State>* room) {
  if (err != "") {
    std::cout << "join error: " << err << std::endl;
    return;
  }

  std::cout << "joined successfully" << std::endl;
});

Getting available roomId's you can join

See getAvailableRooms() to retrieve a list of rooms with their respective roomId's available for joining, along with their metadata.


reconnect (reconnectionToken)

Reconnects the client back into a previously connected room.

  • You must store/cache the room.reconnectionToken from an active room connection to be able to reconnect.
  • To enable the reconnection of a particular client, the server-side needs to call .allowReconnection() for that client instance.
try {
  const room = await client.reconnect(cachedReconnectionToken);
  console.log("joined successfully", room);

} catch (e) {
  console.error("join error", e);
}
client.reconnect(cachedReconnectionToken).then(room => {
  console.log("joined successfully", room);
}).catch(e => {
  console.error("join error", e);
});
try {
  Room<YourStateClass> room = await client.Reconnect<YourStateClass>(cachedReconnectionToken);
  Debug.Log("joined successfully");

} catch (ex) {
  Debug.Log("join error");
  Debug.Log(ex.Message);
}
client:reconnect(cached_reconnection_token, function(err, room)
  if (err ~= nil) then
    print("join error: " .. err)
    return
  end

  print("joined successfully")
end)
client.reconnect(cachedReconnectionToken, YourStateClass, function(err, room) {
  if (err != null) {
    trace("join error: " + err);
    return;
  }

  trace("joined successfully");
});

getAvailableRooms (roomName?: string)

Queries for all available rooms to connect.

  • Locked and private rooms won't be listed.
  • If the roomName parameter is ommitted, all rooms are going to be queried.
client.getAvailableRooms("battle").then(rooms => {
  rooms.forEach((room) => {
    console.log(room.roomId);
    console.log(room.clients);
    console.log(room.maxClients);
    console.log(room.metadata);
  });
}).catch(e => {
  console.error(e);
});
try {
  var rooms = await client.GetAvailableRooms("battle");
  for (int i = 0; i < rooms.Length; i++) {
    Debug.Log(rooms[i].roomId);
    Debug.Log(rooms[i].clients);
    Debug.Log(rooms[i].maxClients);
    Debug.Log(rooms[i].metadata);
  }
} catch (ex) {
  Debug.Log(ex.Message)
}

/**
 * Retrieving custom metadata
 */
[Serializable]
class Metadata
{
    public string mode;
    public string name;
}

[Serializable]
class CustomRoomAvailable : RoomAvailable
{
    public Metadata metadata;
}

var rooms = await client.GetAvailableRooms<CustomRoomAvailable>("battle");
Debug.Log(rooms[0].metadata.mode);
client:get_available_rooms("battle", function(err, rooms)
  if (err) then
    console.error(err);
    return
  end

  for i, room in pairs(rooms) do
    print(room.roomId)
    print(room.clients)
    print(room.maxClients)
    print(room.metadata)
  end
end);
client.getAvailableRooms("battle", function(err, rooms) {
  if (err != null) {
    trace(err);
    return;
  }

  for (room in rooms) {
    trace(room.roomId);
    trace(room.clients);
    trace(room.maxClients);
    trace(room.metadata);
  }
});
client.getAvailableRooms("battle", [=](std::string err, nlohmann::json rooms) {
  if (err != "") {
    std::cout << "error: " << err << std::endl;
    return;
  }

  // rooms
});

consumeSeatReservation (reservation)

Join a room by manually consuming a "seat reservation".

try {
  const room = await client.consumeSeatReservation(reservation);
  console.log("joined successfully", room);

} catch (e) {
  console.error("join error", e);
}
client.consumeSeatReservation(reservation).then(room => {
  console.log("joined successfully", room);
}).catch(e => {
  console.error("join error", e);
});
try {
  Room<YourStateClass> room = await client.ConsumeSeatReservation<YourStateClass>(reservation);
  Debug.Log("joined successfully");

} catch (ex) {
  Debug.Log("join error");
  Debug.Log(ex.Message);
}
client:consume_seat_reservation(reservation, function(err, room)
  if (err ~= nil) then
    print("join error: " .. err)
    return
  end

  print("joined successfully")
end)
client.consumeSeatReservation(reservation, YourStateClass, function(err, room) {
  if (err != null) {
    trace("join error: " + err);
    return;
  }

  trace("joined successfully");
});
client->consumeSeatReservation<YourStateClass>(reservation, [=](std::string err, Room<State>* room) {
  if (err != "") {
    std::cout << "join error: " << err << std::endl;
    return;
  }

  std::cout << "joined successfully" << std::endl;
});

Advanced usage

See Match-maker API to learn how to manually reserve a seat for a client within a room.

The Room Instance:

Properties

state: any

The current room's state. This variable is always synched with the latest state from the server-side. To listen for updates on the whole state, see onStateChange event.

You may attach callbacks to specific structures inside your state. See schema callbacks.


sessionId: string

Unique identifier for the current connected client. This property matches the client.sessionId from the server-side.


id: string

The unique idenfitier of the room. You can share this id with other clients in order to allow them to connect directly to this room.

// get `roomId` from the query string
let roomId = location.href.match(/roomId=([a-zA-Z0-9\-_]+)/)[1];

// joining a room by its id
client.joinById(roomId).then(room => {
  // ...
});


name: string

Name of the room handler. Ex: "battle".


Methods

send (type, message)

Send a type of message to the room handler. Messages are encoded with MsgPack and can hold any JSON-serializable data structure.

//
// sending message with string type
//
room.send("move", { direction: "left"});

//
// sending message with number type
//
room.send(0, { direction: "left"});
//
// sending message with string type
//
await room.Send("move", new { direction = "left" });

//
// sending message with number type
//
await room.Send(0, new { direction = "left" });
--
-- sending message with string type
--
room:send("move", { direction = "left" })

--
-- sending message with number type
--
room:send(0, { direction = "left" })
//
// sending message with string type
//
room.send("move", { direction: "left" });

//
// sending message with number type
//
room.send(0, { direction: "left" });

Use Room#onMessage() from the server-side to receive the messages

Check out Server-side API » Room - onMessage() section.


sendBytes (type, bytes)

Send a raw byte array as a message to the server. A byte array is an array of numbers from 0 to 255.

This is useful if you'd like to manually encode a message, rather than the default encoding (MsgPack).

//
// sending message with number type
//
room.send(0, [ 172, 72, 101, 108, 108, 111, 32, 119, 111, 114, 108, 100, 33 ]);


//
// sending message with string type
//
room.send("some-bytes", [ 172, 72, 101, 108, 108, 111, 32, 119, 111, 114, 108, 100, 33 ]);


leave (consented: boolean)

Disconnect client from the room.

Parameters

  • consented: Whether the act of leaving has been "consented" or not (Default is true)
// consented leave
room.leave();

// unconsented leave
room.leave(false);
// consented leave
room.Leave();

// unconsented leave
room.Leave(false);
-- consented leave
room:leave()

-- unconsented leave
room:leave(false)
// consented leave
room.leave();

// unconsented leave
room.leave(false);

Tip

Use Room#onLeave() to handle the disconnection from the server-side.


removeAllListeners()

Removes onMessage, onStateChange, onLeave and onError listeners.


Events

onStateChange

You may trigger callbacks for specific Schema structures

Check out the State Handling » Schema » Client-side section for more details.

This event is triggered when the server updates its state.

room.onStateChange.once((state) => {
  console.log("this is the first room state!", state);
});

room.onStateChange((state) => {
  console.log("the room state has been updated:", state);
});
room.OnStateChange += (state, isFirstState) => {
  if (isFirstState) {
    Debug.Log ("this is the first room state!");
  }

  Debug.Log ("the room state has been updated");
}
room:on("statechange", function(state)
  print("new state:", state)
end)
room.onStateChange += function(state) {
  trace("new state:" + Std.string(state));
};
room.onStateChange = [=](State>* state) {
  std::cout << "new state" << std::endl;
  // ...
};

onMessage

This event is triggered when the server sends a message directly to the client, or via broadcast.

room.onMessage("powerup", (message) => {
  console.log("message received from server");
  console.log(message);
});
class PowerUpMessage {
  string kind;
}

room.OnMessage<PowerUpMessage>("powerup", (message) => {
  Debug.Log ("message received from server");
  Debug.Log(message);
});
room:on_message("powerup", function(message)
  print("message received from server")
  print(message)
end)
room.onMessage("powerup", function(message) {
  trace("message received from server");
  trace(Std.string(message));
});
room.onMessage("powerup", [=](msgpack::object message) -> void {
    std::cout << "message received from server" << std::endl;
    std::cout << message << std::endl;
});

Tip

To send a message from the server directly to the clients you'll need to use either client.send() or room.broadcast()


onLeave

This event is triggered when the client leave the room.

room.onLeave((code) => {
  console.log("client left the room");
});
room.OnLeave += (code) => {
  Debug.Log ("client left the room");
}
room:on("leave", function()
  print("client left the room")
end)
room.onLeave += function () {
  trace("client left the room");
};
room.onLeave = [=]() -> void {
  std::cout << "client left the room" << std::endl;
};

Possible closing codes and their meaning:

  • 1000 - Regular socket shutdown
  • Between 1001 and 1015 - Abnormal socket shutdown
  • Between 4000 and 4999 - Custom socket close code (See more details)

onError

This event is triggered when some error occurs in the room handler.

room.onError((code, message) => {
  console.log("oops, error ocurred:");
  console.log(message);
});
room.OnError += (code, message) => {
  Debug.Log ("oops, error ocurred:");
  Debug.Log(message);
}
room:on("error", function(code, message)
  print("oops, error ocurred:")
  print(message)
end)
room.onError += function(code, message) {
  trace("oops, error ocurred:");
  trace(message);
};
room.onError = [=] (int code, std::string message) => void {
  std::cout << "oops, error ocurred: " << message << std::endl;
};
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