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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  • Description
  • What happens after I connect?
  • How do I know I’ve connected?
  1. Rocket Networking Code
  2. Connecting and Disconnecting

ConnectToServer()

Description

This function connects your game on whatever platform it it to your Rocket Server. It can take up to 2 seconds to connect, but as long as you are close to USA East Coast it should take less than half a second.

⚠️ You have to make sure that you’ve set your server id (secret key) in Scripts/Rocket Networking/Options.gml first. That’s how we know which server to connect you to.

Syntax

ConnectToServer();

Returns

N/A

What happens after I connect?

After you connect to your server, 2 things happen.

  1. You are assigned a client id. It’s a number (usually from 1 to 1000) that differentiates you from other clients connected to your server. This is stored in global.clientId

  2. You (this client) are put into a room with the same id as your client id but room id’s are always strings so if your client id is the integer 34 then your room id is the string “34”. Nobody else can join this room other than you. This is stored in global.roomId

How do I know I’ve connected?

After a successful connection/joining your server the callback function callback_ConnectToServer() is called.

PreviousConnecting and DisconnectingNextcallback_ConnectToServer()

Last updated 1 year ago