Colyseus admission
Controls who may join which room using verified identity and game rules. It coordinates capacity and ongoing-match restrictions without trusting player-supplied rank or account identifiers.
colyseus-matchmaking-auth
See how it helpsWhen is it useful?
Use it when adding private rooms, matchmaking filters or joining a match already in progress.
What does it help you do?
- Derives player identity from validated server authentication.
- Checks capacity and join-in-progress rules atomically.
- Separates public lobby metadata from private room state.
Try asking this
Create a four-player ranked lobby for our arena. Attempt two simultaneous joins for the last seat and submit a forged rank. Only an eligible authenticated player may enter; full or already-started rooms return clear outcomes without exposing private player data in lobby metadata.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Colyseus — matchmaking auth
Use when implementing Colyseus room selection, admission, authentication or player visibility.
Version and project gate
Inspect Server, client SDK and @colyseus/schema versions, TypeScript/decorator configuration, room registrations, auth hooks, patch/simulation rates, transport, deployment topology and persistence adapters. The 0.17 reconnection lifecycle must not be assumed for older versions. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Derive identity from validated server auth and bind it to the session. Define matchmaking filters and metadata visibility without leaking secrets. Validate capacity and join-in-progress rules atomically at admission. Separate public lobby data from private room state.
Deliver
An admission contract with allowed/denied paths and a clear client-facing recovery choice. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Client-supplied player IDs, room metadata or matchmaking filters are not authorization.
Acceptance scenario
Attempt a full-room join, stale seat reservation, forged player identity and private-room discovery from another account. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Relay. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
