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magx's Issues

State management

I'm looking at your state management logic. Based on what I'm seeing can I assume the following is how it works:-

  1. Create the state object
  2. Create a tracker with Serializer
  3. Use onSnapshot client side to update/ retrieve state?

But I have the following questions

  • Is it that the "patch tracker" are instantiated on game connection ?
  • Is the tracker listeners created on instantiation ?

Also

  • do I "need" to use MosX state management?
  • If I use my own...do I need to serialize it using the serializer?
  • Do I also need to follow the same patterns for my state management?

Examples would be appreciated. Thanks in advance.

hi

A project with potential, I use first

400 Bad Request

So I'm using cors and https to run the server( port 2567) while I run the game on a different server( port 3000).

While the logs show I'm able to create a room

Process 70: Get avalible rooms
Find process for room:
Current process load: {}
All cluster pids []
Process 70 requested: Create room pullowar

The client side seems to return a

Request URL: https://localhost:2567/magx/rooms
Request Method: POST
Status Code: 400 Bad Request
Remote Address: [2803:1500:e00:f22f:ba27:ebff:fede:91d0]:2567
Referrer Policy: strict-origin-when-cross-origin

with the following payload.

{"name":"pullowar","options":{}}

Did I need to set additional options for the room to be initialized?

Is this productions ready?

Hi,

I was looking for a simpler alternative to Colyseus and came across your package which seems to have what I am looking for...Is it production ready?

Multiple State Objects

I see in your code you create and serial a state. Can you patch track multiple states?

e.g.

createStates () => { Player, House }

createPatchTracker(state: State) {
    // create state change tracker
    return Mosx.createTracker(state, { serializer: SchemaSerializer })
...

or do I need to manage the house state from within the player

class PlayerState {
 this.player  = new Player
this.house = new House

}

connection timeout

So I'm using the latest magx with the following setup

 gameServer = new Server(server),
gameServer.define('pullowar', PullOWarRoom);
server.listen(port, () => console.log(`Listening on http://localhost:${ port }`));

the PullOWarRoom

class PullOWarRoom extends Room {
  constructor(options) {
   this.maxClients = options.maxClients || 2;
  }

   createState(){
    // create state
    return new State()
  }

  createPatchTracker(state) {
    // create state change tracker
    return mosx.Mosx.createTracker(state, { serializer: mosx.SchemaSerializer })
  }

   onCreate(params ) {
   	console.log('on create', params)
  }


  onLeave() {
  	this.state.removePlayer();
  	this.state.resetGame();
  }

  onJoin() {
    if( this.state.game.players == this.maxClients && this.state.game.state === false )
    {
      this.state.setGameState( GAME_READY)
      this.state.startNextRound()
    } else {
      this.state.addPlayer()
    }
  }

  onClose() {
    delete this.state
  }
}

And I connect to the server using

// http://localhost:2567/magx"
client.authenticate().then((d) => {
                               	console.log(d)
                               return (ROOM_ID ? client.joinRoom(ROOM_ID) : client.createRoom('pullowar'))
    }).then(room => {
    	.....

I'm not sure how auth works but the but i get a "timeout" trying to connect via "http://localhost:2567/magx/auth"

I'm also using the magx-monitor but in accessing the url "http://localhost:2567/magx/monitor" the page loads but I get the error

net::ERR_SSL_PROTOCOL_ERROR
monitor:61 Uncaught ReferenceError: MagX is not defined
at monitor:61

I'm assuming the first error is due to not setting up auth? Can I disable auth at least on localhost?
The second maybe due to not using https? Can I also disable this at least on localhost?

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