B+

Colyseus Multiplayer

Build authoritative real-time multiplayer servers with Colyseus 0.17+. Use when implementing rooms, schema state sync, client message validation, matchmaking, authentication, reconnection handling, or server-side anti-cheat constraints. Keywords: colyseus, room lifecycle, schema, multiplayer, websocket, matchmaking, onJoin, onLeave, onDrop, allowReconnection.

npx skills add github:pantheon-org/tekhne --skill specialized--colyseus-multiplayer

Philosophy

  • Treat every client as untrusted: the server decides, the client only asks.
  • Validate before you mutate: parse the payload, check ownership and rules, then change state.
  • Plan for dropped connections as the normal case, not the exception.
  • Keep synchronised state in Schema and keep matchmaking metadata honest about the room.

When to Use

  • Building server-authoritative multiplayer game backends with Colyseus 0.17+.
  • Defining rooms, Schema state and lifecycle hooks (onCreate, onJoin, onLeave, onDrop).
  • Writing message handlers that must validate client payloads and resist cheating.
  • Configuring matchmaking metadata, authentication or reconnection policy.

When Not to Use

  • Peer-to-peer networking, where there is no authoritative server.
  • Single-player game architecture with no networked state.
  • Client-side rendering or prediction code that never touches room logic.

Core Principles

  1. Server is authoritative for all game state.
  2. Room state changes must be validated before applying.
  3. Reconnection and drop handling must be explicit.
  4. Matchmaking metadata must reflect real room capability.

Deterministic Workflow

  1. Define state models in Schema.
  2. Implement room lifecycle hooks (onCreate, onJoin, onLeave, onDrop).
  3. Register message handlers with payload validation.
  4. Checkpoint: Verify schema sync with a test client before proceeding — confirm field changes propagate and no plain properties are used for game-critical state.
  5. Wire matchmaking and metadata filters.
  6. Add reconnection policy and timeout behavior.
  7. Checkpoint: Simulate a transient disconnect and confirm allowReconnection restores session — verify the player is not ejected prematurely.
  8. Verify full room behavior with local multi-client runs.

Quick Commands

Scaffold a Colyseus app

npm create colyseus-app@latest server

Expected result: runnable Colyseus project in server/.

Install and run with Bun

cd server && bun install && bun run src/index.ts

Expected result: server listening on configured port.

Run with Node scripts

cd server && npm install && npm run start

Expected result: room handlers and matchmaker initialized.

Evaluate this skill quality

pantheon-skill-auditor evaluate specialized/colyseus-multiplayer --json

Expected result: updated dimension score breakdown.

Lint this skill docs

rumdl check specialized/colyseus-multiplayer

Expected result: no rumdl violations.

Room Implementation Example

The following shows lifecycle hooks, Schema state, and reconnection handling together:

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

class Player extends Schema {
  @type("string") sessionId: string = "";
  @type("number") x: number = 0;
  @type("number") score: number = 0;
}

class GameState extends Schema {
  @type({ map: Player }) players = new MapSchema<Player>();
}

export class GameRoom extends Room<GameState> {
  maxClients = 4;

  onCreate(options: any) {
    this.setState(new GameState());

    this.onMessage("move", (client, payload: { dx: number; dy: number }) => {
      const player = this.state.players.get(client.sessionId);
      if (!player) return;

      // Server-side validation: cap movement delta
      const dx = Math.max(-5, Math.min(5, payload.dx));
      const dy = Math.max(-5, Math.min(5, payload.dy));
      player.x += dx;
      player.y += dy;
    });
  }

  onJoin(client: Client, options: any) {
    const player = new Player();
    player.sessionId = client.sessionId;
    this.state.players.set(client.sessionId, player);
  }

  async onLeave(client: Client, consented: boolean) {
    if (!consented) {
      // Hold the slot for up to 20 seconds on transient disconnect
      const reconnection = await this.allowReconnection(client, 20);
      if (!reconnection) {
        this.state.players.delete(client.sessionId);
      }
    } else {
      this.state.players.delete(client.sessionId);
    }
  }

  onDispose() {
    console.log("Room disposed");
  }
}

Anti-Patterns

NEVER trust client position or score updates directly

WHY: Clients are untrusted and can be modified for cheating.

BAD: Apply payload.x and payload.score without server checks.

GOOD: Validate movement delta and compute score on server.

// BAD
this.onMessage("move", (client, payload) => {
  player.x = payload.x;
  player.score = payload.score;
});

// GOOD
this.onMessage("move", (client, payload: { dx: number }) => {
  const player = this.state.players.get(client.sessionId);
  if (!player) return;
  const dx = Math.max(-5, Math.min(5, payload.dx)); // clamp server-side
  player.x += dx;
  // score computed exclusively by server logic, never from client
});

Consequence: Competitive integrity is lost and leaderboard data is corrupted.

NEVER mutate non-Schema fields expecting automatic sync

WHY: Only Schema-decorated fields are synchronized to clients.

BAD: Store gameplay-critical values in plain class properties.

GOOD: Keep synchronized values in Schema fields and collections.

// BAD
class Player extends Schema {
  hp: number = 100; // plain property — not synced
}

// GOOD
class Player extends Schema {
  @type("number") hp: number = 100; // decorated — synced automatically
}

Consequence: Clients desync and render stale or inconsistent state.

NEVER skip reconnection handling for transient disconnects

WHY: Mobile and unstable networks frequently drop short-lived connections.

BAD: Remove player immediately in onLeave for all disconnects.

GOOD: Use allowReconnection with a bounded timeout, falling back to removal only on expiry.

// BAD
async onLeave(client: Client, consented: boolean) {
  this.state.players.delete(client.sessionId);
}

// GOOD
async onLeave(client: Client, consented: boolean) {
  if (!consented) {
    const reconnection = await this.allowReconnection(client, 20);
    if (!reconnection) {
      this.state.players.delete(client.sessionId);
    }
  } else {
    this.state.players.delete(client.sessionId);
  }
}

Consequence: Players are ejected from active matches unnecessarily.

NEVER expose privileged room messages to all clients

WHY: Admin or host-only actions must be authorization-gated.

BAD: Let any client trigger startMatch or kickPlayer.

GOOD: Verify role/ownership before privileged actions.

// BAD
this.onMessage("startMatch", (client) => {
  this.startMatch();
});

// GOOD
this.onMessage("startMatch", (client) => {
  if (client.sessionId !== this.hostSessionId) return; // guard
  this.startMatch();
});

Consequence: Match flow can be hijacked by unauthorized clients.

NEVER skip payload validation on message handlers

WHY: Malformed or hostile payloads can crash the handler or corrupt shared state.

BAD: Read payload.dx without checking its shape.

GOOD: Parse the payload with a schema validator and return early when it fails.

const parsed = moveSchema.safeParse(payload);
if (!parsed.success) return;

Consequence: One bad message can break the room for every player.

NEVER accept absolute client coordinates

WHY: Absolute positions let a modified client teleport; deltas can be clamped and range-checked on the server.

BAD: player.x = payload.x.

GOOD: Accept a delta, clamp it server-side and apply it to the stored position.

Consequence: Players can move anywhere instantly and bypass level geometry.

NEVER hardcode matchmaking metadata

WHY: Metadata drives room discovery, so values that do not reflect the room’s real mode and capacity send players to the wrong rooms.

BAD: this.setMetadata({ mode: "ranked" }) regardless of the options the room was created with.

GOOD: Derive mode, region or skill values from the creation options in onCreate and keep them consistent with runtime state.

Consequence: Players are matched into rooms that do not match their request.

NEVER leave spam-prone messages without rate limiting

WHY: Unthrottled message types allow one client to flood the room and starve other players.

BAD: Process every move message the moment it arrives.

GOOD: Enforce a cooldown or per-client message budget on spam-prone message types.

Consequence: A single client can degrade latency for the whole room.

NEVER use an unbounded or mismatched reconnection window

WHY: Seats held too long block other players, and a window too short for the mode ejects players unfairly.

BAD: Hold a ranked slot for minutes, or pass no timeout to allowReconnection.

GOOD: Use a bounded grace period for the mode: 20-30 seconds casual, 10-15 seconds ranked, strict for tournaments.

Consequence: Rooms stay half empty, or players lose matches to brief network drops.

References

Topic Reference When to Use
Room lifecycle and state references/room-lifecycle-and-state.md Schema setup, lifecycle hook order, state synchronisation
Message validation and security references/message-validation-and-security.md Server-side payload validation and anti-cheat patterns
Matchmaking and reconnection references/matchmaking-and-reconnection.md allowReconnection, metadata filters and timeout policy