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@signe/room

v1.0.3

Published

A real-time multiplayer room system for Signe applications, providing seamless state synchronization and user management.

Downloads

158

Readme

@signe/room

A real-time multiplayer room system for Signe applications, providing seamless state synchronization and user management.

Installation

npm install @signe/room @signe/reactive @signe/sync

Features

  • 🔄 Automatic state synchronization
  • 👥 Built-in user management
  • 🎮 Action-based message handling
  • 🔐 Authentication support
  • 🎯 TypeScript support

Usage

Here's a complete example of how to create a multiplayer room:

import { signal } from "@signe/reactive";
import { Room, Server, action } from "@signe/room";
import { id, sync, users } from "@signe/sync";

// Define a Player class to represent connected users
export class Player {
  @id() id = signal("");
  @sync() x = signal(0);
  @sync() y = signal(0);
  @sync() color = signal("#000000");

  constructor() {
    const randomColor = Math.floor(Math.random() * 16777215).toString(16);
    this.color.set("#" + randomColor);
  }
}

// Define your room's state schema
export class RoomSchema {
  @sync() count = signal(0);
  @users(Player) players = signal({});
}

// Create your room with custom logic
@Room({
  path: "chess-{id}",  // Dynamic room path with parameters
  maxUsers: 2,         // Limit number of users per room
})
export class MyRoom extends RoomSchema {
  // Authentication hook
  static onAuth() {
    // Add your authentication logic here
  }

  constructor(readonly room, readonly params: { id: string }) {
    super();
  }

  // Room lifecycle hooks
  onCreate() {
    // Called when the room is created
  }

  onJoin(player: Player) {
    console.log(player.id(), "joined");
    // Handle player joining
  }

  onLeave() {
    // Handle player leaving
  }

  // Custom actions
  @action("move")
  move(player: Player, data: any) {
    player.x.set(data.x);
    player.y.set(data.y);
  }
}

// Create your server with room definitions
export default class MyServer extends Server {
  rooms = [MyRoom];
}

Decorators

  • @Room(options): Defines a room with configuration options
  • @sync(): Marks a property for automatic synchronization
  • @id(): Marks a property as the unique identifier
  • @users(PlayerClass): Creates a synchronized collection of users
  • @action(name): Defines a method as a callable action from clients

Lifecycle Hooks

  • onAuth(): Called during authentication
  • onCreate(): Called when the room is created
  • onJoin(player): Called when a player joins
  • onLeave(): Called when a player leaves

Best Practices

  1. Always define proper types for your actions' data parameters
  2. Implement proper authentication in the onAuth hook
  3. Clean up resources in the onLeave hook
  4. Use TypeScript for better type safety and development experience

License

MIT