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
1. Install the auth-server SDK branch (MANDATORY)
You must use the auth-server tag — the standard @dcl/sdk does NOT include authoritative server APIs (isServer, registerMessages, Storage, EnvVar, etc.):
npm install @dcl/sdk@auth-server
2. Configure scene.json
Your scene.json must include these properties:
authoritativeMultiplayer: true— enables the authoritative server runtime.worldConfiguration.name— identifies the world for deployment, Storage, and EnvVar.logsPermissions— array of wallet addresses allowed to see server logs in the console. Without this, serverconsole.log()output is hidden.
{
"authoritativeMultiplayer": true,
"worldConfiguration": {
"name": "my-world-name.dcl.eth"
},
"logsPermissions": ["0xYourWalletAddress"]
}
3. Run the scene
Just use the normal preview — it automatically starts the authoritative server in the background when authoritativeMultiplayer: true is set in scene.json.
Debugging note (do NOT tell the user to run this): Under the hood, the preview runs
npx @dcl/hammurabi-server@next. If the auth server isn't starting, check that the hammurabi process is running and look for errors in its output.
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 State Sync
Before sending messages from the client, wait until state is synchronized:
import { isStateSynchronized } from '@dcl/sdk/network'
engine.addSystem(() => {
if (!isStateSynchronized()) return
// Safe to send messages now
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 inconsole.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.crdtandmain1.crdtfiles and restart. - Storage inspection: Check
node_modules/@dcl/sdk-commands/.runtime-data/server-storage.jsonto inspect persisted data during local development. - Timers:
setTimeout/setIntervalare available via runtime polyfill. For game logic, preferengine.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.Int64for timestamps:Schemas.Numbercorrupts large numbers (13+ digits). Always useSchemas.Int64for values likeDate.now(). - State sync readiness: Clients must wait for
isStateSynchronized()(from@dcl/sdk/network) to returntruebefore sending messages. - Custom vs built-in validation: Custom components use global
validateBeforeChange((value) => ...). Built-in components (Transform, GltfContainer) use per-entityvalidateBeforeChange(entity, (value) => ...). - Single codebase: Both server and client run the same
index.tsentry point. UseisServer()to branch. - No Node.js APIs: The DCL runtime uses sandboxed QuickJS — no
fs,http, etc.setTimeout/setIntervalare supported. Use SDK-provided APIs (Storage, EnvVar, engine systems) for server-side operations. - SDK branch (MANDATORY): The auth-server pattern requires
npm install @dcl/sdk@auth-server, not the standard@dcl/sdk. Without it,isServer(),registerMessages(),Storage, andEnvVarare unavailable. - scene.json required fields:
authoritativeMultiplayer: truemust be set, andlogsPermissions: ["0xWalletAddress"]must list wallet addresses that should see server logs. - For basic CRDT multiplayer without a server, see the
multiplayer-syncskill.