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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  1. Server Side Scripting

Send Event to a Client from Server

Previous"game_server_created" Script formatNextDatabase Functions on Server

Last updated 1 year ago

On every Game Instance there is a method called SendEventToClientFromServer. This allows you to send a message to any client from the server, you just need to know thier client id.

game.SendEventToClientFromServer(RclientId, eventName, messageStruct)

Example Implementation in the "client_sent_event"

Shoutout to Komatr for improving the docs!

//Example Implementation, in the "client_sent_event" script
switch(eventName){
    case "chat":

    var chatMessage = messageStruct.chatMessage //sent by client
    chatMessage = CussWordsFilter(chatMessage)  //some function to clean cuss words
    
    //now send this chat to everyone in the room
    //firstly find the room this sender belongs to, then send the message to everyone
    for(var roomId in game.rooms){
        if(game.rooms[roomId].clients.hasOwnProperty(senderClientId){
            //we found the sender
            //now send the message to everyone here
            for(var clientId in game.rooms[roomId].clients){
                //make a messageStruct to send everyone
                var a = {
                    message: chatMessage,
                    sender: clientId
                }
                game.SendEventToClientFromServer(clientId, "cuss_free_chat", a)
            }
        }
    }
    break;
    
  
}