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
Powered by GitBook
On this page
  • Room Naming (roomId)
  • Your 'private' room
  1. Basics of Rocket Networking
  2. Room based multiplayer (Auto State Sharing)

Clients and clientId

Every instance of a player who players your game and Connects to your RNet server is a "Client" and is assigned a clientId.

This is stored in global.clientId and is unique. It is a positive number.

Every client is initially put into a private room, so they won't be able to see other players. You can then change the room to say "public" and you will be able to see everyone else in the "public" room.

Room Naming (roomId)

You can name a room with alphanumberic characters and spaces. [A-Z, a-z, 0-9]

  1. You cannot start a room name with a number

  2. Your room name cannot be just a number like "34", that's not allowed

Your 'private' room

Initially you are put in a room that matches your clientId but your roomId is always a string.

This means that if your global.clientId is 12, you are initially put in a room with the roomId = "12"

This is exactly why you can't make new rooms with just numbers. All numeric rooms are reserved as private to all clients.

PreviousRoom based multiplayer (Auto State Sharing)NextEntities

Last updated 1 year ago