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Server Side

Create a new game server project using the CLI:

Terminal window
# Using npm
npm create esengine-server my-game-server
# Using pnpm
pnpm create esengine-server my-game-server
# Using yarn
yarn create esengine-server my-game-server

Generated project structure:

my-game-server/
├── src/
│ ├── shared/ # Shared protocol (client & server)
│ │ ├── protocol.ts # Type definitions
│ │ └── index.ts
│ ├── server/ # Server code
│ │ ├── main.ts # Entry point
│ │ └── rooms/
│ │ └── GameRoom.ts # Game room
│ └── client/ # Client example
│ └── index.ts
├── package.json
└── tsconfig.json

Start the server:

Terminal window
# Development mode (hot reload)
npm run dev
# Production mode
npm run start

Create a game server instance:

import { createServer } from '@esengine/server'
import { GameRoom } from './rooms/GameRoom.js'
const server = await createServer({
port: 3000,
onConnect(conn) {
console.log('Client connected:', conn.id)
},
onDisconnect(conn) {
console.log('Client disconnected:', conn.id)
},
})
// Register room type
server.define('game', GameRoom)
// Start server
await server.start()
PropertyTypeDefaultDescription
portnumber3000WebSocket port
tickRatenumber20Global tick rate (Hz)
apiDirstring'src/api'API handlers directory
msgDirstring'src/msg'Message handlers directory
httpDirstring'src/http'HTTP routes directory
httpPrefixstring'/api'HTTP routes prefix
corsboolean | CorsOptions-CORS configuration
onStart(port) => void-Start callback
onConnect(conn) => void-Connection callback
onDisconnect(conn) => void-Disconnect callback

Supports HTTP API sharing the same port with WebSocket, ideal for login, registration, and similar scenarios.

const server = await createServer({
port: 3000,
httpDir: './src/http', // HTTP routes directory
httpPrefix: '/api', // Route prefix
cors: true,
// Or inline definition
http: {
'/health': (req, res) => res.json({ status: 'ok' })
}
})

For detailed documentation, see HTTP Routing

Room is the base class for game rooms, managing players and game state.

import { Room, Player, onMessage } from '@esengine/server'
import type { MsgMove, MsgChat } from '../../shared/index.js'
interface PlayerData {
name: string
x: number
y: number
}
export class GameRoom extends Room<{ players: any[] }, PlayerData> {
// Configuration
maxPlayers = 8
tickRate = 20
autoDispose = true
// Room state
state = {
players: [],
}
// Lifecycle
onCreate() {
console.log(`Room ${this.id} created`)
}
onJoin(player: Player<PlayerData>) {
player.data.name = 'Player_' + player.id.slice(-4)
player.data.x = Math.random() * 800
player.data.y = Math.random() * 600
this.broadcast('Joined', {
playerId: player.id,
playerName: player.data.name,
})
}
onLeave(player: Player<PlayerData>) {
this.broadcast('Left', { playerId: player.id })
}
onTick(dt: number) {
// State synchronization
this.broadcast('Sync', { players: this.state.players })
}
onDispose() {
console.log(`Room ${this.id} disposed`)
}
// Message handlers
@onMessage('Move')
handleMove(data: MsgMove, player: Player<PlayerData>) {
player.data.x = data.x
player.data.y = data.y
}
@onMessage('Chat')
handleChat(data: MsgChat, player: Player<PlayerData>) {
this.broadcast('Chat', {
from: player.data.name,
text: data.text,
})
}
}
PropertyTypeDefaultDescription
maxPlayersnumber10Maximum players
tickRatenumber20Tick rate (Hz)
autoDisposebooleantrueAuto-dispose empty rooms
class Room<TState, TPlayerData> {
readonly id: string // Room ID
readonly players: Player[] // All players
readonly playerCount: number // Player count
readonly isLocked: boolean // Lock status
state: TState // Room state
// Broadcast to all players
broadcast<T>(type: string, data: T): void
// Broadcast to all except one
broadcastExcept<T>(type: string, data: T, except: Player): void
// Get player by ID
getPlayer(id: string): Player | undefined
// Kick a player
kick(player: Player, reason?: string): void
// Lock/unlock room
lock(): void
unlock(): void
// Dispose room
dispose(): void
}
MethodTriggerPurpose
onCreate()Room createdInitialize game state
onJoin(player)Player joinsWelcome message, assign position
onLeave(player)Player leavesCleanup player data
onTick(dt)Every frameGame logic, state sync
onDispose()Before disposalSave data, cleanup resources

Player represents a connected player in a room.

class Player<TData = Record<string, unknown>> {
readonly id: string // Player ID
readonly roomId: string // Room ID
data: TData // Custom data
// Send message to this player
send<T>(type: string, data: T): void
// Leave room
leave(): void
}

Use decorators to simplify message handling:

import { Room, Player, onMessage } from '@esengine/server'
class GameRoom extends Room {
@onMessage('Move')
handleMove(data: { x: number; y: number }, player: Player) {
// Handle movement
}
@onMessage('Attack')
handleAttack(data: { targetId: string }, player: Player) {
// Handle attack
}
}

Use the built-in Schema validation system for runtime type validation:

import { s, defineApiWithSchema } from '@esengine/server'
// Define schema
const MoveSchema = s.object({
x: s.number(),
y: s.number(),
speed: s.number().optional()
})
// Auto type inference
type Move = s.infer<typeof MoveSchema> // { x: number; y: number; speed?: number }
// Use schema to define API (auto validation)
export default defineApiWithSchema(MoveSchema, {
handler(req, ctx) {
// req is validated, type-safe
console.log(req.x, req.y)
}
})
TypeExampleDescription
s.string()s.string().min(1).max(50)String with length constraints
s.number()s.number().min(0).int()Number with range and integer constraints
s.boolean()s.boolean()Boolean
s.literal()s.literal('admin')Literal type
s.object()s.object({ name: s.string() })Object
s.array()s.array(s.number())Array
s.enum()s.enum(['a', 'b'] as const)Enum
s.union()s.union([s.string(), s.number()])Union type
s.record()s.record(s.any())Record type
// Optional field
s.string().optional()
// Default value
s.number().default(0)
// Nullable
s.string().nullable()
// String validation
s.string().min(1).max(100).email().url().regex(/^[a-z]+$/)
// Number validation
s.number().min(0).max(100).int().positive()
// Array validation
s.array(s.string()).min(1).max(10).nonempty()
// Object validation
s.object({ ... }).strict() // No extra fields allowed
s.object({ ... }).partial() // All fields optional
s.object({ ... }).pick('name', 'age') // Pick fields
s.object({ ... }).omit('password') // Omit fields
import { s, defineMsgWithSchema } from '@esengine/server'
const InputSchema = s.object({
keys: s.array(s.string()),
timestamp: s.number()
})
export default defineMsgWithSchema(InputSchema, {
handler(msg, ctx) {
// msg is validated
console.log(msg.keys, msg.timestamp)
}
})
import { s, parse, safeParse, createGuard } from '@esengine/server'
const UserSchema = s.object({
name: s.string(),
age: s.number().int().min(0)
})
// Throws on error
const user = parse(UserSchema, data)
// Returns result object
const result = safeParse(UserSchema, data)
if (result.success) {
console.log(result.data)
} else {
console.error(result.error)
}
// Type guard
const isUser = createGuard(UserSchema)
if (isUser(data)) {
// data is User type
}

Define shared types in src/shared/protocol.ts:

// API request/response
export interface JoinRoomReq {
roomType: string
playerName: string
}
export interface JoinRoomRes {
roomId: string
playerId: string
}
// Game messages
export interface MsgMove {
x: number
y: number
}
export interface MsgChat {
text: string
}
// Server broadcasts
export interface BroadcastSync {
players: PlayerState[]
}
export interface PlayerState {
id: string
name: string
x: number
y: number
}
import { connect } from '@esengine/rpc/client'
const client = await connect('ws://localhost:3000')
// Join room
const { roomId, playerId } = await client.call('JoinRoom', {
roomType: 'game',
playerName: 'Alice',
})
// Listen for broadcasts
client.onMessage('Sync', (data) => {
console.log('State:', data.players)
})
client.onMessage('Joined', (data) => {
console.log('Player joined:', data.playerName)
})
// Send message
client.send('RoomMessage', {
type: 'Move',
payload: { x: 100, y: 200 },
})

ECSRoom is a room base class with ECS World support, suitable for games that need ECS architecture.

import { Core } from '@esengine/ecs-framework';
import { createServer } from '@esengine/server';
import { GameRoom } from './rooms/GameRoom.js';
// Initialize Core
Core.create();
// Global game loop
setInterval(() => Core.update(1/60), 16);
// Create server
const server = await createServer({ port: 3000 });
server.define('game', GameRoom);
await server.start();
import { ECSRoom, Player } from '@esengine/server/ecs';
import { Component, ECSComponent, sync } from '@esengine/ecs-framework';
// Define sync component
@ECSComponent('Player')
class PlayerComponent extends Component {
@sync("string") name: string = "";
@sync("uint16") score: number = 0;
@sync("float32") x: number = 0;
@sync("float32") y: number = 0;
}
// Define room
class GameRoom extends ECSRoom {
onCreate() {
this.addSystem(new MovementSystem());
}
onJoin(player: Player) {
const entity = this.createPlayerEntity(player.id);
const comp = entity.addComponent(new PlayerComponent());
comp.name = player.id;
}
}
abstract class ECSRoom<TState, TPlayerData> extends Room<TState, TPlayerData> {
protected readonly world: World; // ECS World
protected readonly scene: Scene; // Main scene
// Scene management
protected addSystem(system: EntitySystem): void;
protected createEntity(name?: string): Entity;
protected createPlayerEntity(playerId: string, name?: string): Entity;
protected getPlayerEntity(playerId: string): Entity | undefined;
protected destroyPlayerEntity(playerId: string): void;
// State sync
protected sendFullState(player: Player): void;
protected broadcastSpawn(entity: Entity, prefabType?: string): void;
protected broadcastDelta(): void;
}

Mark component fields that need network synchronization:

TypeDescriptionBytes
"boolean"Boolean1
"int8" / "uint8"8-bit integer1
"int16" / "uint16"16-bit integer2
"int32" / "uint32"32-bit integer4
"float32"32-bit float4
"float64"64-bit float8
"string"StringVariable
  1. Set Appropriate Tick Rate

    • Turn-based games: 5-10 Hz
    • Casual games: 10-20 Hz
    • Action games: 20-60 Hz
  2. Use Shared Protocol

    • Define all types in shared/ directory
    • Import from here in both client and server
  3. State Validation

    • Server should validate all client inputs
    • Never trust client-sent data
  4. Disconnect Handling

    • Implement reconnection logic
    • Use onLeave to save player state
  5. Room Lifecycle

    • Use autoDispose to clean up empty rooms
    • Save important data in onDispose