@game-vir/multiplayer-server - v15.1.1
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    Type Alias MultiplayerServerState

    Internal state for the multiplayer server.

    type MultiplayerServerState = {
        isProcessingQueue: boolean;
        logger: ServiceLogger;
        multiplayerRooms: MultiplayerServerRooms;
        roomsForFetching: { [GameId in string]: MultiplayerClientRooms };
        updateRoomsIntervalId: ReturnType<typeof setInterval> | undefined;
        webSocketMessageQueue: {
            gameId: string;
            message: MultiplayerService["webSockets"]["/connect"]["MessageFromClientType"];
            webSocket: ServerWebSocket<MultiplayerService["webSockets"]["/connect"]>;
        }[];
    }
    Index

    Properties

    isProcessingQueue: boolean
    logger: ServiceLogger
    multiplayerRooms: MultiplayerServerRooms
    roomsForFetching: { [GameId in string]: MultiplayerClientRooms }

    This is separate from the multiplayer rooms object because this object is directly transferred to any client that hits the /rooms endpoint to keep CPU load minimal. This object is only updated when necessary.

    updateRoomsIntervalId: ReturnType<typeof setInterval> | undefined
    webSocketMessageQueue: {
        gameId: string;
        message: MultiplayerService["webSockets"]["/connect"]["MessageFromClientType"];
        webSocket: ServerWebSocket<MultiplayerService["webSockets"]["/connect"]>;
    }[]