authoritative-server

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安装命令
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill authoritative-server

Agent 安装分布

amp 1
opencode 1
cursor 1
kimi-cli 1
codex 1
github-copilot 1

Skill 文档

Authoritative Server Pattern

Build multiplayer Decentraland scenes where a headless server controls game state, validates changes, and prevents cheating. The same codebase runs on both server and client, with the server having full authority.

For basic CRDT multiplayer (no server), see the multiplayer-sync skill instead.

Setup

Install the auth-server SDK branch:

npm install @dcl/sdk@auth-server

Your scene.json must include a world name:

{
  "worldConfiguration": {
    "name": "my-world-name"
  }
}

Run the scene:

# With authoritative server (required for this pattern)
npx @dcl/hammurabi-server@next

# Standard dev server (no auth server, for client-only testing)
npm run start

Server/Client Branching

Use isServer() to branch logic in a single codebase:

import { isServer } from '@dcl/sdk/network'

export async function main() {
  if (isServer()) {
    // Server-only: game logic, validation, state management
    const { server } = await import('./server/server')
    server()
    return
  }

  // Client-only: UI, input, message sending
  setupClient()
  setupUi()
}

The server runs your scene code headlessly (no rendering). It has access to all player positions via PlayerIdentityData and manages all authoritative game state.

Synced Components with Validation

Define custom components that sync from server to all clients. Always use validateBeforeChange() to prevent clients from modifying server-authoritative state.

Custom Components (Global Validation)

import { engine, Schemas } from '@dcl/sdk/ecs'
import { AUTH_SERVER_PEER_ID } from '@dcl/sdk/network/message-bus-sync'

export const GameState = engine.defineComponent('game:State', {
  phase: Schemas.String,
  score: Schemas.Number,
  timeRemaining: Schemas.Number
})

// Restrict ALL modifications to server only
GameState.validateBeforeChange((value) => {
  return value.senderAddress === AUTH_SERVER_PEER_ID
})

Built-in Components (Per-Entity Validation)

For built-in components like Transform and GltfContainer, use per-entity validation so you don’t block client-side transforms on the player’s own entities:

import { Entity, Transform, GltfContainer } from '@dcl/sdk/ecs'
import { AUTH_SERVER_PEER_ID } from '@dcl/sdk/network/message-bus-sync'

type ComponentWithValidation = {
  validateBeforeChange: (entity: Entity, cb: (value: { senderAddress: string }) => boolean) => void
}

function protectServerEntity(entity: Entity, components: ComponentWithValidation[]) {
  for (const component of components) {
    component.validateBeforeChange(entity, (value) => {
      return value.senderAddress === AUTH_SERVER_PEER_ID
    })
  }
}

// Usage: after creating a server-managed entity
const entity = engine.addEntity()
Transform.create(entity, { position: Vector3.create(10, 5, 10) })
GltfContainer.create(entity, { src: 'assets/model.glb' })
protectServerEntity(entity, [Transform, GltfContainer])

Syncing Entities

After creating and protecting an entity, sync it to all clients:

import { syncEntity } from '@dcl/sdk/network'

syncEntity(entity, [Transform.componentId, GameState.componentId])

Messages

Use registerMessages() for client-to-server and server-to-client communication:

Define Messages

import { Schemas } from '@dcl/sdk/ecs'
import { registerMessages } from '@dcl/sdk/network'

export const Messages = {
  // Client -> Server
  playerJoin: Schemas.Map({ displayName: Schemas.String }),
  playerAction: Schemas.Map({ actionType: Schemas.String, data: Schemas.Number }),

  // Server -> Client
  gameEvent: Schemas.Map({ eventType: Schemas.String, playerName: Schemas.String })
}

export const room = registerMessages(Messages)

Send Messages

// Client sends to server
room.send('playerJoin', { displayName: 'Alice' })

// Server sends to ALL clients
room.send('gameEvent', { eventType: 'ROUND_START', playerName: '' })

// Server sends to ONE client
room.send('gameEvent', { eventType: 'YOU_WIN', playerName: 'Alice' }, { to: [playerAddress] })

Receive Messages

// Server receives from client
room.onMessage('playerJoin', (data, context) => {
  if (!context) return
  const playerAddress = context.from  // Wallet address of sender
  console.log(`[Server] Player joined: ${data.displayName} (${playerAddress})`)
})

// Client receives from server
room.onMessage('gameEvent', (data) => {
  console.log(`Event: ${data.eventType}`)
})

Wait for Room Connection

Before sending messages from the client, wait for the connected scene room:

import { engine } from '@dcl/sdk/ecs'
import { RealmInfo } from '@dcl/sdk/ecs'

let joined = false
engine.addSystem(() => {
  if (joined) return
  const realm = RealmInfo.getOrNull(engine.RootEntity)
  if (realm?.isConnectedSceneRoom) {
    joined = true
    room.send('playerJoin', { displayName: 'Player' })
  }
})

Server Reading Player Positions

The server can read actual player positions — critical for anti-cheat:

import { engine, PlayerIdentityData, Transform } from '@dcl/sdk/ecs'

engine.addSystem(() => {
  for (const [entity, identity] of engine.getEntitiesWith(PlayerIdentityData)) {
    const transform = Transform.getOrNull(entity)
    if (!transform) continue

    const address = identity.address
    const position = transform.position
    // Use actual server-verified position, not client-reported data
  }
})

Never trust client-reported positions. Always read PlayerIdentityData + Transform on the server.

Storage

Persist data across server restarts. Server-only — guard with isServer().

import { Storage } from '@dcl/sdk/server'

World Storage (Global)

Shared across all players:

// Store
await Storage.world.set('leaderboard', JSON.stringify(leaderboardData))

// Retrieve
const data = await Storage.world.get<string>('leaderboard')
if (data) {
  const leaderboard = JSON.parse(data)
}

// Delete
await Storage.world.delete('oldKey')

Player Storage (Per-Player)

Keyed by player wallet address:

// Store
await Storage.player.set(playerAddress, 'highScore', String(score))

// Retrieve
const saved = await Storage.player.get<string>(playerAddress, 'highScore')
const highScore = saved ? parseInt(saved) : 0

// Delete
await Storage.player.delete(playerAddress, 'highScore')

Storage only accepts strings. Use JSON.stringify()/JSON.parse() for objects and String()/parseInt() for numbers.

Local development storage is at node_modules/@dcl/sdk-commands/.runtime-data/server-storage.json.

Environment Variables

Configure your scene without hardcoding values. Server-only — guard with isServer().

import { EnvVar } from '@dcl/sdk/server'

// Read a variable with default
const maxPlayers = parseInt((await EnvVar.get('MAX_PLAYERS')) || '4')
const debugMode = ((await EnvVar.get('DEBUG')) || 'false') === 'true'

Local Development

Create a .env file in your project root:

MAX_PLAYERS=8
GAME_DURATION=300
DEBUG=true

Add .env to your .gitignore.

Deploy to Production

# Set a variable
npx sdk-commands deploy-env MAX_PLAYERS --value 8

# Delete a variable
npx sdk-commands deploy-env OLD_VAR --delete

Deployed env vars take precedence over .env file values.

Recommended Project Structure

src/
├── index.ts              # Entry point — isServer() branching
├── client/
│   ├── setup.ts          # Client initialization, message handlers
│   └── ui.tsx            # React ECS UI reading synced state
├── server/
│   ├── server.ts         # Server init, systems, message handlers
│   └── gameState.ts      # Server state management class
└── shared/
    ├── schemas.ts        # Synced component definitions + validateBeforeChange
    └── messages.ts       # Message definitions via registerMessages()

Put synced components and messages in shared/ so both server and client import the same definitions. Keep server logic (Storage, EnvVar, game systems) in server/. Keep UI and client input in client/.

Testing & Debugging

  • Log prefixes: Use [Server] and [Client] prefixes in console.log() to distinguish server and client output in the terminal.
  • Stale CRDT files: If you see “Outside of the bounds of written data” errors, delete main.crdt and main1.crdt files and restart.
  • Storage inspection: Check node_modules/@dcl/sdk-commands/.runtime-data/server-storage.json to inspect persisted data during local development.
  • Timers: setTimeout/setInterval are available via runtime polyfill. For game logic, prefer engine.addSystem() with a delta-time accumulator to stay in sync with the frame loop.
  • Entity sync issues: Verify you call syncEntity(entity, [componentIds]) with the correct component IDs (MyComponent.componentId).

Important Notes

  • Use Schemas.Int64 for timestamps: Schemas.Number corrupts large numbers (13+ digits). Always use Schemas.Int64 for values like Date.now().
  • Room readiness: Clients must wait for RealmInfo.get(engine.RootEntity).isConnectedSceneRoom before sending messages.
  • Custom vs built-in validation: Custom components use global validateBeforeChange((value) => ...). Built-in components (Transform, GltfContainer) use per-entity validateBeforeChange(entity, (value) => ...).
  • Single codebase: Both server and client run the same index.ts entry point. Use isServer() to branch.
  • No Node.js APIs: The DCL runtime uses sandboxed QuickJS — no fs, http, etc. setTimeout/setInterval are supported. Use SDK-provided APIs (Storage, EnvVar, engine systems) for server-side operations.
  • SDK branch: The auth-server pattern requires @dcl/sdk@auth-server, not the standard @dcl/sdk package.
  • For basic CRDT multiplayer without a server, see the multiplayer-sync skill.