---
title: Proses koneksi ruangan
slug: world-sdk-guide-id/proses-koneksi-ruangan
docTags: 
createdAt: 2024-09-20T12:16:07.288Z
---

## Proses koneksi ruangan

![](https://api.archbee.com/api/optimize/xv-TGeWVTX2GDZMFGOf1Y/l2jlkqM4YrvRpDPNtx9q2_image.png)

ZEPETO Multiplay menyediakan antarmuka untuk mengirim/menerima data antara Klien dan Server (Room)
sehingga pesan dapat dikirim ke masing-masing Server Klien atau ke semua Klien.

Jenis pesan pengiriman mendukung jenis Primitive, Schema, Custom(Object).

## Server API

Server API menyediakan Method berikut.

| **API**                    | **Deskripsi**                                                                                                                                                                              |
| -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| onMessage(Type, Callback)  | Server ZEPETO Multiplay dapat mendaftarkan callback yang akan digunakan untuk mengelola jenis pesan yang dikirim oleh klien.<br />Jenis teks dapat didefinisikan sebagai string dan angka. |
| client.send(Type, Message) | Fungsi untuk mengirim pesan ke klien tertentu                                                                                                                                              |
| broadcast(Type, Message)   | Fungsi untuk mengirim pesan ke semua klien yang terhubung ke Room.<br />Anda dapat mengirim ke semua klien yang terhubung, atau Anda juga dapat mengecualikan klien tertentu dari daftar.  |

Jika Anda ingin mengetahui Multiplay Server API, silakan merujuk ke dokumen berikut.

:::hint{type="info"}
**📘&#x20;**&#x53;Ilakan merujuk ke panduan berikut. \[[ZEPETO.Multiplay(Server) API](https://developer.zepeto.me/docs/multiplay-server/)]
:::


Menerima pesan
--------------

Berikut adalah contoh penggunaan onMessage.

```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}`);
    });
}
```

## Mengirim Pesan

Berikut adalah contoh penggunaan client.send.

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

Berikut adalah contoh penggunaan broadcast.

▼ Contoh pengiriman pesan ke semua klien

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

▼ Contoh pengiriman pesan dengan pengecualian klien tertentu.

```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 });
    });
}
```

## Klien API

Client API menyediakan Method berikut.

|                                       |                                                                                                                                                                                                              |
| ------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| room.AddMessageHandler(Type, Message) | Pesan yang diterima dari server dapat diterima dengan mendaftarkan panggilan balik AddMessageHandler.<br />Anda dapat menentukan jenis pesan yang ingin Anda terima saat mendaftarkan panggilan balik pesan. |
| room.Send(Type, message)              | Antarmuka yang digunakan saat mengirim pesan ke Server. Anda dapat menentukan Jenis Pesan yang akan dikirim.                                                                                                 |

Menerima pesan Berikut adalah contoh penggunaan room.AddMessageHandler

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

Mengirim Pesan Berikut adalah contoh penggunaan room.Send.

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

Lihat contoh beragam jenis Room Message.

**Server**

```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}`);
        });
    }
}
```

**Klien**

```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);
            });
        };
    }
}
```

