---
title: Multiplay Room Message
slug: world-sdk-guide-ch/multiplay-room-message
docTags: 
createdAt: 2024-09-20T13:42:17.640Z
---

# Multiplay Room Message

![](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-bDLp09Qs6WUlizcRb8_6H-20240904-102408.png)



ZEPETO Multiplay提供客户端、 服务器(Room)之间的信息传送 /接收接口。
服务器可以给每个客户端发送信息或给全部客户端发送信息。

支持Primitive, Schema, (Custom)Object形式的消息传达类型。

# Server API

Server API提供如下所示的Method。

| **API**                    | **描述**                                                           |
| -------------------------- | ---------------------------------------------------------------- |
| onMessage(Type, Callback)  | ZEPETO Multiplay 服务器可以记录处理客户端发送的信息类型的回调函数。<br />信息类型可以用字符串或数字定义。 |
| client.send(Type, Message) | 为了给指定的客户端发送信息的函数。                                                |
| broadcast(Type, Message)   | 是给连接Room的全部客户端发送信息的插口<br />可以给全部客户端发送信息或给除指定客户端以外的客户端发送。         |

如果您想了解ZEPETO.Multiplay Server API，请参考以下文档。

:::hint{type="info"}
**📘&#x20;**&#x8BF7;参考以下指南 \[[ZEPETO.Multiplay(Server) API](https://developer.zepeto.me/docs/multiplay-server/)]
:::

# 接收信息

onMessage使用示例如下所示

```typescript
onCreate() {
    this.onMessage("action", (client: SandboxPlayer, message: string) => {

        // Triggers when 'action' message is sent.
    });

    this.onMessage("*", (client: SandboxPlayer, type, message: string) => {
      
        // Triggers when any other type of message is sent,
        // excluding "action", which has its own specific handler defined above.
        console.log(`${client.sessionId} sent ${type} ${message}`);
    });
}
```

# 发送信息

client.send使用示例如下所示

```typescript
onCreate() {
    this.onMessage("echo", (client: SandboxPlayer, message: string) => {
      
        // Send messge to sender
        client.send("echo", `echo message: ${message}`);
    });
}
```



broadcast使用示例如下所示

▼ 给全部客户端发送信息示例。

```typescript
onCreate() {
    this.onMessage("action", (client: SandboxPlayer, message: string) => {
      
        // Broadcast a message to all clients
        this.broadcast("action-taken", "an action has been taken!");
    });
}
```



▼ 给除指定客户端以外的客户端发送信息示例。

```typescript
onCreate() {
    this.onMessage("fire", (client: SandboxPlayer, message: string) => {
      
        // Sends "fire" event to every client, except the one who triggered it.
        this.broadcast("fire", message, { except: client });
    });
}
```



## Client API

Client API提供如下所示的Method。

| room.AddMessageHandler(Type, Message) | 可以将从服务器接收的信息记录AddMessageHandler 回调函数。<br />记录信息回调函数时，可以定义想要接收的信息类型。 |
| ------------------------------------- | ------------------------------------------------------------------- |
| room.Send(Type, message)              | 为向服务器传达信息时使用的插口。 可以定义要传达的信息类型。                                      |

接收信息 room.AddMessageHandler使用示例如下所示

```typescript
this.multiplay.RoomJoined += (room: Room) => {
     
       // Add server message listener type by "fire"
       room.AddMessageHandler("fire", (message: string) => {
         
           // Print server message
           console.log(message);
       });
};
```



发送信息 room.Send使用示例如下所示

```typescript
room.Send("message", "hello");
```



请查看不同类型的Room Message示例。

**&#x20;Server&#x20;**

```typescript
import { Sandbox, SandboxOptions, SandboxPlayer } from 'ZEPETO.Multiplay';

interface MessageModel {
    str: string,
    isTest: boolean
}

export default class extends Sandbox {

    onCreate(options: SandboxOptions) {
        this.onMessage("action", (client: SandboxPlayer, message: string) => {
          
            // Triggers when 'action' message is sent.
            // Broadcast a message to all clients
            this.broadcast("action-taken", "an action has been taken!");
        });
        this.onMessage("*", (client: SandboxPlayer, type, message: string) => {
           
            // Triggers when any other type of message is sent,
            // excluding "action", which has its own specific handler defined above. 
            console.log(`${client.sessionId} sent ${type} ${message}`);
        });
        this.onMessage("echo", (client: SandboxPlayer, message: number) => {
          
            // Send message to sender
            client.send("echo", `echo message: ${message}`);
        });
        this.onMessage("fire", (client: SandboxPlayer, message: string) => {
          
            // Sends "fire" event to every client, except the one who triggered it.
            this.broadcast("fire", message, { except: client });
        });
        this.onMessage("position", (client: SandboxPlayer, message) => {
            console.log(`[${client.sessionId}] position: (${message.x}, ${message.y}, ${message.z})`);
        });
      
        // When Custom object "MessageModel" type of message is sent.
        this.onMessage<MessageModel>('channel_object', (client: SandboxPlayer, message: MessageModel) => {
            console.log(`[${client.sessionId}] message type: ${typeof (message)}, message: ${message.str}`);
        });
    }
}
```

**&#x20;Client&#x20;**

```typescript
import { Room, RoomData } from 'ZEPETO.Multiplay';
import { ZepetoScriptBehaviour } from 'ZEPETO.Script';
import { ZepetoWorldMultiplay } from 'ZEPETO.World';

interface MessageModel {
    str: string,
    isTest: boolean
}

export default class ClientLogic extends ZepetoScriptBehaviour {

    private multiplay: ZepetoWorldMultiplay;

    Start() {

        this.multiplay = this.gameObject.GetComponent<ZepetoWorldMultiplay>();
        this.multiplay.RoomJoined += (room: Room) => {

            // [room.Send] 
            // Send "action" message to server
            room.Send("action", "action message");

            // Send "message" message to server
            room.Send("message", "hello");

            // Send "echo" message to server
            room.Send("echo", 1234);

            // Send RoomData "posData" message to server
            const posData = new RoomData();
            posData.Add("x", this.transform.position.x);
            posData.Add("y", this.transform.position.y);
            posData.Add("z", this.transform.position.z);
            room.Send("position", posData.GetObject());

            // Send Custom object "MessageModel" to server
            let message = {str:'test', isTest: true} as MessageModel;
            room.Send("channel_object", message);


            // [room.AddMessageHandler]
            // Add server message listener type by "echo"
            room.AddMessageHandler("echo", (message: string) => {
              
                // Print server message
                console.log(message);
            });

            // Add server message listener type by "action-taken"
            room.AddMessageHandler("action-taken", (message: string) => {
                // print server message
                console.log(message);
            });

            // Add server message listener type by "fire"
            room.AddMessageHandler("fire", (message: string) => {
                // Print server message
                console.log(message);
            });
        };
    }
}
```

