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State Handling ยป Schema

The SchemaSerializer has been introduced since Colyseus 0.10, and it's the default serialization method.

The Schema strutures are meant to be used only for the room's state (synchronizeable data). You do not need to use Schema and its other structures for data that's part of your algorithms that aren't synchronizeable.

Server-side

To use the SchemaSerializer, you must:

  • Have a state class extending the Schema class
  • Annotate all your synchonizable properties with the @type() decorator
  • Instantiate the state for your room (this.setState(new MyState()))

Are you not using TypeScript?

Decorators are not part of ECMAScript yet, so the type syntax on plain JavaScript is still a bit odd to use, which you can see in the "JavaScript" tab for each snippet.

import { Schema, type } from "@colyseus/schema";

class MyState extends Schema {
    @type("string")
    currentTurn: string;
}
const schema = require('@colyseus/schema');
const Schema = schema.Schema;

class MyState extends Schema {
}
schema.defineTypes(MyState, {
  currentTurn: "string"
});

Custom child data type

You may define more custom data types inside your "root" state definition, as a direct reference, map, or array.

import { Schema, type } from "@colyseus/schema";

class World extends Schema {
    @type("number")
    width: number;

    @type("number")
    height: number;

    @type("number")
    items: number = 10;
}

class MyState extends Schema {
    @type(World)
    world: World = new World();
}
const schema = require('@colyseus/schema');
const Schema = schema.Schema;

class World extends Schema {
}
schema.defineTypes(World, {
  width: "number",
  height: "number",
  items: "number"
});

class MyState extends Schema {
    constructor () {
        super();

        this.world = new World();
    }
}
schema.defineTypes(MyState, {
  world: World
});

Array of custom data type

When using arrays, it's important to use the ArraySchema type. Do not use plain arrays.

ArraySchema is recommended for describing the world map, or any collection in your game. They have all the methods available in an Array, but it's synchronizable.

import { Schema, ArraySchema, type } from "@colyseus/schema";

class Block extends Schema {
    @type("number")
    x: number;

    @type("number")
    y: number;
}

class MyState extends Schema {
    @type([ Block ])
    blocks = new ArraySchema<Block>();
}
const schema = require('@colyseus/schema');
const Schema = schema.Schema;
const ArraySchema = schema.ArraySchema;

class Block extends Schema {
}
schema.defineTypes(Block, {
  x: "number",
  y: "number"
});

class MyState extends Schema {
    constructor () {
        super();

        this.blocks = new ArraySchema();
    }
}
schema.defineTypes(MyState, {
  blocks: [ Block ],
});

Map of custom data type

When using a map, it's important to use the MapSchema type. Do not use a plain object or the native Map type.

MapSchema is recommended to track your game entities by id, such as players, enemies, etc.

import { Schema, MapSchema, type } from "@colyseus/schema";

class Player extends Schema {
    @type("number")
    x: number;

    @type("number")
    y: number;
}

class MyState extends Schema {
    @type({ map: Player })
    players = new MapSchema<Player>();
}
const schema = require('@colyseus/schema');
const Schema = schema.Schema;
const MapSchema = schema.MapSchema;

class Player extends Schema {
}
schema.defineTypes(Player, {
  x: "number",
  y: "number"
});

class MyState extends Schema {
    constructor () {
        super();

        this.players = new MapSchema();
    }
}
schema.defineTypes(MyState, {
  players: { map: Player }
});

Looping through the items of a MapSchema

for (let id in this.players) {
  const player: Player = this.players[id];
  console.log(id, player);
}

Experimental: Filtering out fields for specific clients

This feature is experimental

The @filter() currently only works for a limited use cases, and it's not recommended for fast-paced games as it will consume too much CPU. It's only possible to filter out schema fields, it does not work for items inside arrays and maps.

Field filtering is useful when you want to hide portions of your state for a particular client, to avoid cheating in case a player decides to inspect data coming from the network and seeing the unfiltered state information.

Example: In a card game, the relevant data of each card should be available only for the owner of the card, or on certain conditions (e.g. card has been discarded)

See @filter() callback signature:

import { Client } from "colyseus";

/**
 * DO NOT USE ARROW FUNCTION INSIDE `@filter`, AS IT WILL FORCE A DIFFERENT `this` SCOPE
 */

class Card extends Schema {
  @type("string") owner: string; // contains the sessionId of Card owner
  @type("boolean") discarded: boolean = false;

  @filter(function(
    this: Card, // the instance of the class `@filter` has been defined (instance of `Card`)
    client: Client, // the Room's `client` instance which this data is going to be filtered to
    value?: Card['number'], // the value of the field to be filtered. (value of `number` field)
    root?: Schema // the root state Schema instance
  ) {
    return this.discarded || this.owner === client.sessionId;
  });
  @type("uint8") number: number;
}

Primitive types

These are the types you can provide for the @type() decorator, and their limitations.

Tip

If you know exactly the range of your number properties, you can optimize the serialization by providing the right primitive type for it.

Otherwise, use "number", which will adds an extra byte to identify itself during serialization.

Type Description Limitation
"string" utf8 strings maximum byte size of 4294967295
"number" auto-detects the int or float type to be used. (adds an extra byte on output) 0 to 18446744073709551615
"boolean" true or false 0 or 1
"int8" signed 8-bit integer -128 to 127
"uint8" unsigned 8-bit integer 0 to 255
"int16" signed 16-bit integer -32768 to 32767
"uint16" unsigned 16-bit integer 0 to 65535
"int32" signed 32-bit integer -2147483648 to 2147483647
"uint32" unsigned 32-bit integer 0 to 4294967295
"int64" signed 64-bit integer -9223372036854775808 to 9223372036854775807
"uint64" unsigned 64-bit integer 0 to 18446744073709551615
"float32" single-precision floating-point number -3.40282347e+38 to 3.40282347e+38
"float64" double-precision floating-point number -1.7976931348623157e+308 to 1.7976931348623157e+308

Backwards/forwards compability

Backwards/fowards compatibility is possible by declaring new fields at the end of existing structures, and earlier declarations to not be removed, but be marked @deprecated() when needed.

This is particularly useful for native-compiled targets, such as C#, C++, Haxe, etc - where the client-side can potentially not have the most up-to-date version of the schema definitions.

Limitations and best practices

  • NaN or null numbers are encoded as 0
  • null strings are encoded as ""
  • Infinity numbers are encoded as Number.MAX_SAFE_INTEGER
  • Multi-dimensional arrays are not supported. See how to use 1D arrays as multi-dimensional
  • Items inside Arrays and Maps must be all instance of the same type.
  • @colyseus/schema encodes only field values in the specified order.
  • Both encoder (server) and decoder (client) must have same schema definition.
  • The order of the fields must be the same.
  • Avoid manipulating indexes of an array. This result in at least 2 extra bytes for each index change. Example: If you have an array of 20 items, and remove the first item (through shift()) this means 38 extra bytes to be serialized.
  • Avoid moving keys of maps. As of arrays, it adds 2 extra bytes per key move.

Client-side

Callbacks

You can use the following callbacks within the schema structures in the client-side to handle changes coming from the server-side.

C#, C++, Haxe

When using statically typed languages, you need to generate the client-side schema files based on your TypeScript schema definitions. See generating schema on the client-side.

onChange (changes: DataChange[])

You can register the onChange to track a single object's property changes. The onChange callback is called with an array of changed properties, along with their previous value.

room.state.onChange = (changes) => {
    changes.forEach(change => {
        console.log(change.field);
        console.log(change.value);
        console.log(change.previousValue);
    });
};
room.state['on_change'] = function (changes)
    for i, change in ipairs(changes) do
        print(change.field)
        print(change.value)
        print(change.previousValue)
    end
end
room.State.OnChange += (changes) =>
{
    changes.ForEach((obj) =>
    {
        Debug.Log(obj.Field);
        Debug.Log(obj.Value);
        Debug.Log(obj.PreviousValue);
    });
};

onAdd (instance, key)

The onAdd callback can only be used in maps (MapSchema) and arrays (ArraySchema). The onAdd callback is called with the added instance and its key on holder object as argument.

room.state.players.onAdd = (player, key) => {
    console.log(player, "has been added at", key);

    // add your player entity to the game world!

    // If you want to track changes on a child object inside a map, this is a common pattern:
    player.onChange = function(changes) {
        changes.forEach(change => {
            console.log(change.field);
            console.log(change.value);
            console.log(change.previousValue);
        })
    };

    // force "onChange" to be called immediatelly
    player.triggerAll();
};
room.state.players['on_add'] = function (player, key)
    print("player has been added at", key);

    -- add your player entity to the game world!

    -- If you want to track changes on a child object inside a map, this is a common pattern:
    player['on_change'] = function(changes)
        for i, change in ipairs(changes) do
            print(change.field)
            print(change.value)
            print(change.previousValue)
        end
    end

    -- force "on_change" to be called immediatelly
    player.trigger_all()
end
room.State.players.OnAdd += (Player player, string key) =>
{
    Debug.Log("player has been added at " + key);

    // add your player entity to the game world!

    // If you want to track changes on a child object inside a map, this is a common pattern:
    player.OnChange += (changes) =>
    {
        changes.ForEach((obj) =>
        {
            Debug.Log(obj.Field);
            Debug.Log(obj.Value);
            Debug.Log(obj.PreviousValue);
        });
    };

    // force "OnChange" to be called immediatelly
    e.Value.TriggerAll();
};

onRemove (instance, key)

The onRemove callback can only be used in maps (MapSchema) and arrays (ArraySchema). The onRemove callback is called with the removed instance and its key on holder object as argument.

room.state.players.onRemove = (player, key) => {
    console.log(player, "has been removed at", key);

    // remove your player entity from the game world!
};
room.state.players['on_remove'] = function (player, key)
    print("player has been removed at " .. key);

    -- remove your player entity from the game world!
end
room.State.players.OnRemove += (Player player, string key) =>
{
    Debug.Log("player has been removed at " + key);

    // remove your player entity from the game world!
};

onChange (instance, key)

When registering a onChange callback on a MapSchema or ArraySchema instance, you can detect whenever a object has been changed inside that container.

room.state.players.onChange = (player, key) => {
    console.log(player, "have changes at", key);
};
room.state.players['on_change'] = function (player, key)
    print("player have changes at " .. key);
end
room.State.players.OnChange += (Player player, string key) =>
{
    Debug.Log("player have changes at " + key);
};

It's not possible to know exactly which properties have changed using this method. See onChange (changes) if you need to access the list of changes

Important

The onChange callback is not triggered during onAdd or onRemove.

Consider registering onAdd and onRemove if you need to detect changes during these steps too.

Client-side schema generation

This is only applicable if you're using a statically typed language such as C#, C++, or Haxe.

From your server project, you can run npx schema-codegen to automatically generate the client-side schema files.

npx schema-codegen --help

Output:

schema-codegen [path/to/Schema.ts]

Usage (C#/Unity)
    schema-codegen src/Schema.ts --output client-side/ --csharp --namespace MyGame.Schema

Valid options:
    --output: fhe output directory for generated client-side schema files
    --csharp: generate for C#/Unity
    --cpp: generate for C++
    --haxe: generate for Haxe
    --ts: generate for TypeScript
    --js: generate for JavaScript
    --java: generate for Java

Optional:
    --namespace: generate namespace on output code

C# / Unity3d

Below is a real example to generate the C# schema files from the demo Unity3d project.

npx schema-codegen DemoRoom.ts --csharp --output ../Assets/
generated: Player.cs
generated: State.cs