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-assignmentreconnect/retry safeguards:
Private startPrivate stopPrivate trackGenerated using TypeDoc