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
  • Where will the receiver get this message?
  1. Rocket Networking Code
  2. Private Messaging

SendMessageToClient

Description

This function sends a single message to a particular client in your server. This is very useful in some games where you only want to send one signal at a time.

The Receiver’s client id should be the integer client id of the client you want to send a message to.

📌 Please make sure the message is a string! If you want to share more detailed information in this message, turn it into a struct and json_stringify it and then send that string.

Syntax

SendMessageToClient(recieverClientId, yourMessage);
Argument
Description

recieverClientId

The clientId of the recipient of your message. This must be a Number.

yourMessage

The message you want to send. Must be a String

Returns

N/A

Where will the receiver get this message?

After a successful message send on your server, the callback function callback_ReceivedEvent() is called on the receiver's end.

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Last updated 1 year ago