Multiplay Room Message
Multiplay Room Message

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。 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 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。
📘 请参考以下指南 [ZEPETO.Multiplay(Server) API]
接收信息
onMessage使用示例如下所示
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
onCreate() {
this.onMessage("echo", (client: SandboxPlayer, message: string) => {
// Send messge to sender
client.send("echo", `echo message: ${message}`);
});
}
broadcast使用示例如下所示
▼ 给全部客户端发送信息示例。
onCreate() {
this.onMessage("action", (client: SandboxPlayer, message: string) => {
// Broadcast a message to all clients
this.broadcast("action-taken", "an action has been taken!");
});
}
▼ 给除指定客户端以外的客户端发送信息示例。
onCreate() {
this.onMessage("fire", (client: SandboxPlayer, message: string) => {
// Sends "fire" event to every client, except the one who triggered it.
this.broadcast("fire", message, { except: client });
});
}
Client API
Client API提供如下所示的Method。
room.AddMessageHandler(Type, Message) | 可以将从服务器接收的信息记录AddMessageHandler 回调函数。 记录信息回调函数时,可以定义想要接收的信息类型。 |
|---|---|
room.Send(Type, message) | 为向服务器传达信息时使用的插口。 可以定义要传达的信息类型。 |
接收信息 room.AddMessageHandler使用示例如下所示
this.multiplay.RoomJoined += (room: Room) => {
// Add server message listener type by "fire"
room.AddMessageHandler("fire", (message: string) => {
// Print server message
console.log(message);
});
};
发送信息 room.Send使用示例如下所示
room.Send("message", "hello");
请查看不同类型的Room Message示例。
Server
import { Sandbox, SandboxOptions, SandboxPlayer } from 'ZEPETO.Multiplay';
interface MessageModel {
str: string,
isTest: boolean
}
export default class extends Sandbox {
onCreate(options: SandboxOptions) {
this.onMessage("action", (client: SandboxPlayer, message: string) => {
// Triggers when 'action' message is sent.
// Broadcast a message to all clients
this.broadcast("action-taken", "an action has been taken!");
});
this.onMessage("*", (client: SandboxPlayer, type, message: string) => {
// Triggers when any other type of message is sent,
// excluding "action", which has its own specific handler defined above.
console.log(`${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}`);
});
}
}Client
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);
});
};
}
}