Rocket Networking Docs🚀
  • About this Documentation
  • Basics of Rocket Networking
    • Room based multiplayer (Auto State Sharing)
      • Clients and clientId
      • Entities
      • Smart Entities
    • Single Message Sharing
    • Persistent Objects on the Server
    • Easy Matchmaking
    • Discord Server Integration
    • Database for your Account
    • Server Side Scripting
    • Global Multiplayer(Cross play)
  • Rocket Networking Code
    • Connecting and Disconnecting
      • ConnectToServer()
      • callback_ConnectToServer()
      • DisconnectFromServer()
      • callback_DisconnectFromServer()
    • Rooms
      • ChangeRoom( new_room_name )
      • callback_ChangeRoom()
      • LeaveRoom()
      • callback_LeaveRoom()
      • ShowAllClientsInRoom(room_name ) and callback_ShowAllClientsInRoom()
      • ShowAllRooms() and callback_ShowAllRooms()
    • Private Messaging
      • SendEventToClient
      • callback_ReceivedEvent
      • SendMessageToClient
      • callback_ReceivedMessage
    • Persistent Objects
      • CreatePersistentObject(roomId , persistentObjectStruct)
      • callback_CreatedPersistentObject()
      • EditPersistentObject(persistentObjectId , new_persistentObjectStruct)
      • DestroyPersistentObject(persistentObjectId)
      • ShowPersistentObjectsInRoom(room_name)
      • callback_ShowAllPersistentObjectsInRoom(array_of_persistent_objects)
    • Database Functions
      • SetSimpleData()
      • callback_SetSimpleData()
      • ReadSimpleData()
      • callback_ReadSimpleData()
      • AddToSimpleData()
      • callback_AddToSimpleData()
      • DeleteSimpleData()
    • Discord Integration
      • SendDiscordMessage()
      • callback_DiscordMessageReceived()
    • AI Functions
      • CallSimpleAI
      • callback_CallSimpleAI
      • CallGeneralAI
      • callback_CallGeneralAI
  • KickPlayer(client_id)
  • ViewServerActivity()
    • callback_ViewServerActivity()
  • oBrain - ping and pseudoHost
  • Admin Callbacks
  • API
    • Database
    • AI
  • Server Side Scripting
    • Basics
    • Understand the heirarchy on the server
    • Create a Persistent Object from Server
    • Important Scripts
      • "step" Script format
      • "client_sent_event" Script format
      • "game_server_created" Script format
    • Send Event to a Client from Server
    • Database Functions on Server
    • AI Functions on the Server
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Admin Callbacks

PreviousoBrain - ping and pseudoHostNextDatabase

Last updated 1 year ago

Admin callbacks are used by RNet to inform you, the developer of a game about some alert regarding RNet. You must hide these alerts from actually showing in production but you can use them to inform your players.

For example if your Server is in full CCU capacity, you can show a temporary message to the end user like "Try again in a few minutes..."

Alert
Meaning

INVALID_SERVER_ID

Invalid global.SERVERID. Please make sure this is your Server ID shown on the website! If you are unsure, just generate a new one and delete all previous ones. This callback can happen during any action if the server id is found to be invalid.

MAX_CLIENT_CAPACITY

Server has reached maximum client capacity. This is shown if someone calls ConnectToServer() but the server has max CCU.

MAX_ENTITY_CAPACITY

ONLY On public server, there exists a limit on how many entities each client can have (100). This is shown if someone tries to make a new instance of oMyEntity. It will exist on their end but will not be created for others.

MAX_PERSISTENT_OBJECT_CAPACITY

ONLY On public server, there exists a limit on how many persistent objects can exist. It is 10 times the CCU. This is shown if someone tries to make a new RNet Persistent Object. It will not be created and this error will be shown.