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multiplayer-websocket

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Manages WebSocket-based real-time multiplayer in Tokyo Sounds. Use when modifying multiplayer sync, useMultiplayer hook, multiplayer-server, message protocol, or adding features that broadcast or receive player state over WebSocket.

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Multiplayer WebSocket (Tokyo Sounds)

This project uses a standalone WebSocket server plus a React hook for real-time multiplayer. The server runs separately (e.g. npx tsx multiplayer-server.ts on port 3001). The client connects via useMultiplayer, sends position/rotation updates (throttled), and receives a list of nearby players to render.

Architecture at a Glance

LayerRole
multiplayer-server.tsNode.js ws server: join/update/leave, 500m visibility, 50ms broadcast, 10s stale cleanup
src/types/multiplayer.tsShared ClientMessage / ServerMessage and PlayerState types
src/hooks/useMultiplayer.tsConnect on mount, send join/update/leave, handle welcome/players/playerLeft, throttle updates (50ms), silent reconnect every 5s
Pages / MultiplayerManagerCall useMultiplayer, pass nearbyPlayers to OtherPlayers, call sendUpdate from position/rotation callbacks or useFrame

When to Use This Skill

  • Changing WebSocket URL (e.g. env NEXT_PUBLIC_MULTIPLAYER_URL), port, or ws/wss.
  • Adding or changing message types (extend ClientMessage / ServerMessage in src/types/multiplayer.ts and both server and hook).
  • Adjusting throttle/broadcast intervals (CLIENT_UPDATE_INTERVAL_MS, BROADCAST_INTERVAL_MS, RECONNECT_INTERVAL_MS, STALE_PLAYER_TIMEOUT_MS).
  • Fixing connection lifecycle, reconnection, or cleanup in useMultiplayer.
  • Adding server-side logic (visibility radius, auth, rooms) in multiplayer-server.ts.

Conventions

  • Refs for socket and timers: Hook keeps WebSocket in a ref; cleanup on unmount clears reconnect timeout and closes socket.
  • Mounted guard: Use mountedRef.current before setState after async (onopen/onclose) to avoid updates after unmount.
  • Throttle on client: sendUpdate only sends when Date.now() - lastUpdateTimeRef >= CLIENT_UPDATE_INTERVAL_MS (50ms).
  • URL: In browser, use ws:// or wss:// to match page protocol; from HTTPS use wss:// (mixed content otherwise).

Quick Reference

  • Message protocol and example code: see reference.md.
  • Server entry: multiplayer-server.ts; client entry: src/hooks/useMultiplayer.ts and src/types/multiplayer.ts.