Add custom gameplay rooms and pluggable client scenes - #348
Open
RSamaium wants to merge 3 commits into
Open
Conversation
added 3 commits
August 6, 2026 12:04
# Conflicts: # packages/client/src/RpgClientEngine.ts # packages/client/src/public-api-types.spec.ts # packages/server/src/RpgServer.ts # packages/server/src/RpgServerEngine.ts # packages/server/tests/server-api-types.spec.ts
RSamaium
marked this pull request as ready for review
August 21, 2026 17:22
RSamaium
marked this pull request as draft
August 21, 2026 17:27
RSamaium
marked this pull request as ready for review
August 22, 2026 07:02
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
RpgGameplayRoombase class.cescenes, private projections, cleanup, and reusable module boundariesWhy
RPGJS v5 already had useful room primitives internally, but the public server and client runtimes still assumed that gameplay happened in map or lobby rooms. This prevented battle, card-game, matchmaking, and similar modes from using a dedicated synchronized room and client scene without depending on Tiled maps and the map rendering pipeline.
This introduces a stable room descriptor and registry shared across the runtime. Custom room state and player snapshots remain server-authoritative and synchronized, while each registered room kind can select its own CanvasEngine scene on the client.
Closes #347.
Validation
pnpm build— all 12 packagespnpm test:types— 4 files, 30 testspnpm api:boundary— 27 public entry points checkedpnpm vitest run packages/common/src packages/client/src packages/server/tests packages/testing/src— 81 files, 692 passed, 16 skippedgit diff --checkjq empty docs/docs.jsonThe Mint documentation CLI is not declared or installed in the local docs workspace, so
pnpm --dir docs validatecould not run locally; GitHub CI remains the source of truth for that check.