Optional
overrideServer: stringOptional
overrideHttpServer: stringPrivate
CONNECT_Private
_bytePrivate
_bytesPrivate
_bytesPrivate
_lastPrivate
_lastPrivate
_lastPrivate
_lastPrivate
_lastPrivate
_reconnectionPrivate
_sendQOptional
clientPrivate
connectPrivate
connectPrivate
connectionPrivate
connectionPrivate
connectionPrivate
dcOptional
debugOptional
debugPrivate
disconnectedPrivate
gotPrivate
hasPrivate
lastPrivate
lastPrivate
lastPrivate
lastPrivate
latenciesPrivate
numPrivate
prePrivate
reconnectPrivate
sizePrivate
sizePrivate
startPrivate
startedPrivate
suspendPrivate
Optional
tempPrivate
Optional
tempPrivate
Optional
tempPrivate
transactionPrivate
uninterruptedPrivate
uploadPrivate
uploadPrivate
Readonly
userPrivate
wantsOptional
wsPrivate
isPrivate
abortPrivate
cleanPrivate
clearPrivate
createPrivate
destroyPrivate
getPrivate
getPrivate
loadPrivate
processOptional
info: PlayerInitInfoOptional
spawnToken: stringOptional
targetId: stringPrivate
recordPrivate
saveOptional
txnTimeout: numberA promise if createTxnId is true, otherwise nothing.
Optional
bypass: booleanOptional
createTxnId: falseOptional
txnId: numberOptional
txnTimeout: numberOptional
bypass: booleanOptional
createTxnId: booleanOptional
txnId: numberOptional
txnTimeout: numberPrivate
sendCONNECTION LOGIC
lifecycle is now:
connection attempt flow (in this.createConnection):
https://api.gather.town/api/v2/spaces/${spaceId}/game-server-assignment
reconnect/retry safeguards:
Private
startPrivate
stopPrivate
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