| name | authoritative-server |
| description | Build multiplayer Decentraland scenes with a headless authoritative server. Covers isServer() branching, registerMessages() for client-server communication, validateBeforeChange() for server-only state, Storage (world and player persistence), EnvVar (environment variables), and project structure. Use when the user wants authoritative multiplayer, anti-cheat, server-side validation, persistent storage, or server messages. Do NOT use for basic CRDT multiplayer without a server (see multiplayer-sync). |
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, server console.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()) {
const { server } = await import('./server/server')
server()
return
}
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
})
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
})
}
}
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 = {
playerJoin: Schemas.Map({ displayName: Schemas.String }),
playerAction: Schemas.Map({ actionType: Schemas.String, data: Schemas.Number }),
gameEvent: Schemas.Map({ eventType: Schemas.String, playerName: Schemas.String })
}
export const room = registerMessages(Messages)
Send Messages
room.send('playerJoin', { displayName: 'Alice' })
room.send('gameEvent', { eventType: 'ROUND_START', playerName: '' })
room.send('gameEvent', { eventType: 'YOU_WIN', playerName: 'Alice' }, { to: [playerAddress] })
Receive Messages
room.onMessage('playerJoin', (data, context) => {
if (!context) return
const playerAddress = context.from
console.log(`[Server] Player joined: ${data.displayName} (${playerAddress})`)
})
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 { isStateSyncronized } from '@dcl/sdk/network'
engine.addSystem(() => {
if (!isStateSyncronized()) return
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
}
})
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:
await Storage.world.set('leaderboard', JSON.stringify(leaderboardData))
const data = await Storage.world.get<string>('leaderboard')
if (data) {
const leaderboard = JSON.parse(data)
}
await Storage.world.delete('oldKey')
Player Storage (Per-Player)
Keyed by player wallet address:
await Storage.player.set(playerAddress, 'highScore', String(score))
const saved = await Storage.player.get<string>(playerAddress, 'highScore')
const highScore = saved ? parseInt(saved) : 0
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'
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
npx sdk-commands deploy-env MAX_PLAYERS --value 8
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().
- State sync readiness: Clients must wait for
isStateSyncronized() (from @dcl/sdk/network) to return true before sending messages. Note the intentional SDK typo: "Syncronized" not "Synchronized".
- 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 (MANDATORY): The auth-server pattern requires
npm install @dcl/sdk@auth-server, not the standard @dcl/sdk. Without it, isServer(), registerMessages(), Storage, and EnvVar are unavailable.
- scene.json required fields:
authoritativeMultiplayer: true must be set, and logsPermissions: ["0xWalletAddress"] must list wallet addresses that should see server logs.
- For basic CRDT multiplayer without a server, see the
multiplayer-sync skill.
For complete server setup examples, authentication flow, state reconciliation, Storage patterns, and EnvVar usage, see {baseDir}/references/server-patterns.md.