Proses koneksi ruangan
Proses koneksi ruangan

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. 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. 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.
📘 SIlakan merujuk ke panduan berikut. [ZEPETO.Multiplay(Server) API]
Menerima pesan
Berikut adalah contoh penggunaan onMessage.
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.
onCreate() {
this.onMessage("echo", (client: SandboxPlayer, message: string) => {
// Send messge to sender
client.send("echo", `echo message: ${message}`);
});
}Berikut adalah contoh penggunaan broadcast.
â–¼ Contoh pengiriman pesan ke semua klien
onCreate() {
this.onMessage("action", (client: SandboxPlayer, message: string) => {
// Broadcast a message to all clients
this.broadcast("action-taken", "an action has been taken!");
});
}â–¼ Contoh pengiriman pesan dengan pengecualian klien tertentu.
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. 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
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.
room.Send("message", "hello");Lihat contoh beragam jenis Room Message.
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}`);
});
}
}Klien
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);
});
};
}
}