dcl-regenesislabs/opendcl

multiplayer-sync

Synchronize state between players in Decentraland using CRDT networking (syncEntity), MessageBus, fetch, signedFetch, and WebSocket.

First seen Feb 25, 2026

Installation

$ npx skills add dcl-regenesislabs/opendcl --skill multiplayer-sync

Summary

  • Synchronize state between players in Decentraland using CRDT networking (syncEntity), MessageBus, fetch, signedFetch, and WebSocket.
  • Use when the user wants multiplayer, synced entities, shared world state, real-time networking, or player-to-player communication.
  • Do NOT use for server-authoritative multiplayer with anti-cheat (see authoritative-server).
  • Do NOT use for screen UI (see build-ui).

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 17
License Apache-2.0
Default branch main
Open issues 2
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 13,187 B
  • docs SUMMARY.md 420 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 36 installs

SKILL.md

Multiplayer Synchronization in Decentraland

Authoring split

syncEntity() adds a NetworkEntity component at runtime — and NetworkEntity is not in main-entities.ts's supported component list. The pattern is:

  • Predefined synced entities (a door, a switch, a scoreboard — known at author time): declare them in main-entities.ts with their visual components. Look them up in src/index.ts and call syncEntity(entity, [...componentIds], SyncIds.NAME) there.
  • Dynamically-spawned synced entities (projectiles, drops, runtime-created game objects): create with engine.addEntity() in src/index.ts and syncEntity immediately.
// main-entities.ts
door: {
  components: {
    Transform: { position: { x: 8, y: 1, z: 8 } },
    MeshRenderer: { mesh: { $case: 'box', box: { uvs: [] } } }
  }
}
// src/index.ts
import { engine, Transform, syncEntity } from '@dcl/sdk/network'

export function main() {
  const door = engine.getEntityOrNullByName('door')
  if (door) syncEntity(door, [Transform.componentId], SyncIds.DOOR)
}

Decentraland scenes are inherently multiplayer — every player in the same scene shares the same space. By default, however, players interact with the environment independently — changes one player makes are NOT shared with others. Opt in to sharing by wrapping mutable state in syncEntity, broadcasting events through MessageBus, or persisting through your own backend.

syncEntity state persists only as long as at least one player remains in the scene. The state resets as soon as the scene is empty. For durable state across scene resets, persist to your own server.

Runtime constraint: Decentraland runs in a QuickJS sandbox. No Node.js APIs (fs, http, path, process). Use fetch() and WebSocket for network communication. See the scene-runtime skill for async patterns.

Sync Strategy Decision Tree

Choose the right networking approach based on what you need:

Strategy Use When Persistence Example
syncEntity Shared state that all players see and that persists for new arrivals Yes — state survives player join/leave Doors, switches, scoreboards, elevators
MessageBus Ephemeral events that only matter in the moment No — late joiners miss past messages Chat messages, sound effects, particle triggers
fetch / REST API Reading or writing data to an external server Server-dependent Leaderboards, inventory, external game state
signedFetch Authenticated requests that prove player identity Server-dependent Claiming rewards, submitting verified scores
WebSocket Real-time bidirectional communication with a server Connection-dependent Live game servers, real-time chat, authoritative multiplayer

Decision flow:

  1. Does every player need to see the same state, including late joiners? --> syncEntity
  2. Is it a fire-and-forget event only for players currently in the scene? --> MessageBus
  3. Do you need state persisted after all players leave, or server-side validation? --> external server via fetch or signedFetch
  4. Do you need continuous real-time server communication? --> WebSocket
  5. Combine approaches freely: use syncEntity for world state, MessageBus for effects, and fetch for persistence.

syncEntity Essentials

Import and Basic Usage

import { engine, Transform, MeshRenderer, Material } from '@dcl/sdk/ecs'
import { syncEntity } from '@dcl/sdk/network'
import { Vector3, Color4 } from '@dcl/sdk/math'

Signature: syncEntity(entity, componentIds[], syncId?)

  • entity — the entity to synchronize
  • componentIds[] — array of component IDs to keep in sync (e.g., [Transform.componentId])
  • syncId — unique numeric identifier (required for predefined entities, optional for player-spawned entities)

Enum Sync IDs (Predefined Entities)

Every predefined synced entity MUST have a unique numeric ID. Use an enum to avoid collisions:

enum SyncIds {
  DOOR = 1,
  ELEVATOR = 2,
  SCOREBOARD = 3
}

const door = engine.addEntity()
Transform.create(door, { position: Vector3.create(8, 1, 8) })
MeshRenderer.setBox(door)
syncEntity(door, [Transform.componentId, MeshRenderer.componentId], SyncIds.DOOR)

Predefined entities (with a sync ID) persist after the creating player leaves. Player-created entities (no sync ID) are removed when the player disconnects.

Auto-Generated IDs (Player-Spawned Entities)

Entities created at runtime by players do not need an explicit sync ID:

function createProjectile() {
  const projectile = engine.addEntity()
  Transform.create(projectile, { position: Vector3.create(4, 1, 4) })
  MeshRenderer.setSphere(projectile)
  syncEntity(projectile, [Transform.componentId])
  return projectile
}

Custom Synced Components

Define custom components and sync them between players:

import { engine, Schemas } from '@dcl/sdk/ecs'
import { syncEntity } from '@dcl/sdk/network'

const ScoreBoard = engine.defineComponent('scoreBoard', {
  score: Schemas.Int,
  playerName: Schemas.String,
  lastUpdated: Schemas.Int64
})

const board = engine.addEntity()
ScoreBoard.create(board, { score: 0, playerName: '', lastUpdated: 0 })
syncEntity(board, [ScoreBoard.componentId])

function addScore(points: number) {
  const data = ScoreBoard.getMutable(board)
  data.score += points
  data.lastUpdated = Date.now()
}

Player-Specific Data

Use PlayerIdentityData to distinguish players:

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

engine.addSystem(() => {
  for (const [entity] of engine.getEntitiesWith(PlayerIdentityData)) {
    const data = PlayerIdentityData.get(entity)
    console.log('Player:', data.address, 'Guest:', data.isGuest)
  }
})

Schema Types

Available schema types for custom components:

Type Usage
Schemas.Boolean true/false
Schemas.Int Integer numbers
Schemas.Float Decimal numbers
Schemas.String Text strings
Schemas.Int64 Large integers (timestamps)
Schemas.Vector3 3D coordinates
Schemas.Quaternion Rotations
Schemas.Color3 RGB colors
Schemas.Color4 RGBA colors
Schemas.Entity Entity reference
Schemas.Array(innerType) Array of values
Schemas.Map(valueType) Key-value maps
Schemas.Optional(innerType) Nullable values
Schemas.Enum(enumType) Enum values

Parent-Child Sync Relationships

For synced entities with parent-child relationships, use parentEntity() instead of setting Transform.parent:

import { syncEntity, parentEntity, getParent, getChildren, removeParent } from '@dcl/sdk/network'

const parent = engine.addEntity()
const child = engine.addEntity()

syncEntity(parent, [Transform.componentId], 1)
syncEntity(child, [Transform.componentId], 2)

// Use parentEntity() — NOT Transform.parent
parentEntity(child, parent)

const parentRef = getParent(child)
const childrenArray = Array.from(getChildren(parent))

// Remove parent relationship
removeParent(child)

Connection State

Check if the player is connected to the sync room:

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

engine.addSystem(() => {
  if (!isStateSyncronized()) return // wait for sync
  // safe to read/write synced state
})

Note: The function is spelled isStateSyncronized (not "Synchronized") in the SDK.


MessageBus

Send custom messages between players (fire-and-forget, no persistence):

import { MessageBus } from '@dcl/sdk/message-bus'

const bus = new MessageBus()

bus.on('hit', (data: { damage: number }) => {
  console.log('Took damage:', data.damage)
})

bus.emit('hit', { damage: 10 })

syncEntity vs MessageBus

  • syncEntity: state is persistent, late joiners get current state, automatic conflict resolution
  • MessageBus: fire-and-forget, late joiners miss past messages, good for transient effects
  • Combine both: use syncEntity for the door open/closed state, MessageBus for the sound effect when it opens

REST API Calls (fetch)

All network calls must run inside executeTask because the SDK runtime does not support top-level await.

import { executeTask } from '@dcl/sdk/ecs'

executeTask(async () => {
  try {
    const response = await fetch('https://api.example.com/data')
    if (!response.ok) {
      console.error('HTTP error:', response.status)
      return
    }
    const data = await response.json()
    console.log('Response:', data)
  } catch (error) {
    console.error('Network error:', error)
  }
})

Signed Fetch (Authenticated Requests)

signedFetch attaches a cryptographic signature proving the player's identity:

import { signedFetch } from '~system/SignedFetch'

executeTask(async () => {
  try {
    const response = await signedFetch({
      url: 'https://example.com/api/action',
      init: {
        method: 'POST',
        headers: { 'Content-Type': 'application/json' },
        body: JSON.stringify({ action: 'claimReward', amount: 100 })
      }
    })
    if (!response.ok) {
      console.error('HTTP error:', response.status)
      return
    }
    const result = JSON.parse(response.body)
    console.log('Result:', result)
  } catch (error) {
    console.log('Request failed:', error)
  }
})

WebSocket Connections

For full WebSocket patterns (reconnection, heartbeat, message format), see {baseDir}/references/networking-patterns.md.

Basic Connection

executeTask(async () => {
  const ws = new WebSocket('wss://example.com/ws')

  ws.onopen = () => {
    console.log('Connected to WebSocket')
    ws.send(JSON.stringify({ type: 'join', playerId: 'player123' }))
  }

  ws.onmessage = (event) => {
    const msg = JSON.parse(event.data)
    switch (msg.type) {
      case 'gameState': handleGameState(msg); break
      case 'playerJoin': handlePlayerJoin(msg); break
      case 'playerLeave': handlePlayerLeave(msg); break
    }
  }

  ws.onerror = (error) => console.error('WebSocket error:', error)
  ws.onclose = () => console.log('Disconnected')
})

Player Enter/Leave Events

Detect players entering or leaving the scene:

import { onEnterScene, onLeaveScene } from '@dcl/sdk/src/players'

onEnterScene((player) => {
  console.log('Player entered:', player.userId)
})
onLeaveScene((userId) => {
  console.log('Player left:', userId)
})

Multiplayer Testing

Open multiple browser windows to test multiplayer locally. Each window is a separate player.

Offline Mode

For Decentraland Worlds that do not need multiplayer:

{
  "worldConfiguration": {
    "fixedAdapter": "offline:offline"
  }
}

Troubleshooting

Problem Cause Solution
State not syncing between players Missing syncEntity() call Every entity you want shared must call syncEntity(entity, [ComponentId1, ComponentId2])
Sync ID collision Two entities share the same numeric sync ID Use an enum to assign unique IDs to every predefined synced entity
Entity disappears when creator leaves No sync ID provided Add a sync ID (third argument) to syncEntity() for entities that should persist
Date.now() values corrupted Using Schemas.Number for timestamps Use Schemas.Int64 for any number over 13 digits (like Date.now())
State not ready on join Reading synced state before sync completes Guard with if (!isStateSyncronized()) return in your system
MessageBus messages lost Late joiner expecting past messages MessageBus is fire-and-forget. Use syncEntity for persistent state

Need server-side validation or anti-cheat? See the authoritative-server skill for the headless server pattern.

Important Notes

  • Entities must be explicitly synced via syncEntity(entity, [componentIds]) — pass the componentId of each component to sync
  • CRDT resolution: If two players change the same component simultaneously, last-write-wins
  • No server-side code: Decentraland scenes run entirely client-side with CRDT sync
  • Entity limits apply: Each synced entity counts toward the scene's entity budget
  • Custom schemas must be deterministic: Same component name = same schema across all clients
  • Use Schemas.Int64 for timestamps: Schemas.Number corrupts large numbers (13+ digits). Always use Schemas.Int64 for values like Date.now()
  • For server-authoritative multiplayer with validation and anti-cheat, see the authoritative-server skill