Are there cases where the server.onError event is fired on the client, but the connection with the room is not lost?
@endel It seems if I have memshared presence and a room on every process returns false for requestJoin, then a new room wont be made on the same process as an existing room? Is this the case? If so, how do I let two rooms exist on the same process within memshared?
I'm getting this, and I believe it is because each process already has a room and all are returning false - server error: remote room (v8rFRuB5gQW) timed out, requesting "hasReachedMaxClients"
@Loonride sounds bad, hard to say what's the reason for this. do you mind sharing your project privately with me, so I can inspect? if it's public on GitHub even better
new to programming the multiplayer end of games but i have a niche question
how do you guys architect your game & server ? i saw someone have the client(browser-side) and the server side both contain their own dependencies, having their own node_modules and webpack configs
hey @jestarray, nothing stops you from having both client & server together, sometimes it's better to separate for deployment purposes, it really depends on your needs.
Hey guys, old custom servers dev who migrated to lance.gg and now to Colyseus 3 days later here 😂
Would be nice if we could put some starter/boilerplate/create-colyseus-game cli !
Would help new users to make their debuts. And as Colyseus takes advice from React (setState style) I guess a CLI app might be cool
Might work on that once I've successfully synced my first classes/rooms so I can get a grasp of how everything works. 😉
In the meantime, if you have resources/repos that are related to Colyseus, or a game engine that you integrate often or stuff like that, I'd be happy to ear you (so the CLI might bootstrap this à la VueJS CLI) 👌
hi @SkyzohKey, welcome! please do! that'd be wonderful
@endel thanks for the welcoming! Any resources other than the doc to help me getting started (i.e. tips & tricks) ?