Function makeMultiplayerMessageManager
- makeMultiplayerMessageManager(): {
addExpectedMessageAcknowledgement: ((__namedParameters) => void);
clearAllMessagesTempData: (() => void);
createChangeInstanceOwnerMessage: ((__namedParameters) => {
messageData: {
instanceX: number;
instanceY: number;
newOwner: number;
previousOwner: number;
sceneNetworkId: string;
};
messageName: string;
});
createChangeVariableOwnerMessage: ((__namedParameters) => {
messageData: {
newOwner: number;
previousOwner: number;
};
messageName: string;
});
createDestroyInstanceMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
});
createInstanceDestroyedMessageNameFromDestroyInstanceMessage: ((messageName) => string);
createInstanceOwnerChangedMessageNameFromChangeInstanceOwnerMessage: ((messageName) => string);
createUpdateGameMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
});
createUpdateInstanceMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
});
createUpdateSceneMessage: ((__namedParameters) => {
messageData: LayoutNetworkSyncData;
messageName: string;
});
createVariableOwnerChangedMessageNameFromChangeVariableOwnerMessage: ((messageName) => string);
getConnectedPlayers: (() => {
playerId: any;
playerNumber: number;
}[]);
getCurrentPlayerPing: (() => number);
getCustomMessageData: ((userMessageName) => any);
getCustomMessageSender: ((userMessageName) => number);
getLatestPlayerWhoJustJoined: (() => number);
getLatestPlayerWhoJustLeft: (() => number);
getNumberOfConnectedPlayers: (() => number);
getPlayerId: ((playerNumber) => string);
getPlayerPing: ((playerNumber) => number);
getPlayerUsername: ((playerNumber) => string);
getPlayersInfo: (() => {
[playerNumber: number]: {
ping: number;
playerId: string;
username: string;
};
});
getPlayersWhoJustJoined: (() => number[]);
getPlayersWhoJustLeft: (() => number[]);
getVariableCustomMessageData: ((userMessageName, variable) => void);
handleAcknowledgeMessagesReceived: (() => void);
handleChangeInstanceOwnerMessagesReceived: ((runtimeScene) => void);
handleChangeVariableOwnerMessagesReceived: ((runtimeScene) => void);
handleCustomMessagesReceived: (() => void);
handleDestroyInstanceMessagesReceived: ((runtimeScene) => void);
handleEndGameMessagesReceived: (() => void);
handleHeartbeatsReceived: (() => void);
handleHeartbeatsToSend: (() => void);
handleJustDisconnectedPeers: ((runtimeScene) => void);
handleResumeGameMessagesReceived: ((runtimeScene) => void);
handleSavedUpdateMessages: ((runtimeScene) => void);
handleUpdateGameMessagesReceived: ((runtimeScene) => void);
handleUpdateGameMessagesToSend: ((runtimeScene) => void);
handleUpdateInstanceMessagesReceived: ((runtimeScene) => void);
handleUpdateSceneMessagesReceived: ((runtimeScene) => void);
handleUpdateSceneMessagesToSend: ((runtimeScene) => void);
hasAnyPlayerJustJoined: (() => boolean);
hasAnyPlayerJustLeft: (() => boolean);
hasCustomMessageBeenReceived: ((userMessageName) => undefined | false);
hasPlayerJustJoined: ((playerNumber) => boolean);
hasPlayerJustLeft: ((playerNumber) => boolean);
hasReceivedHeartbeatFromPlayer: ((playerNumber) => boolean);
isPlayerConnected: ((playerNumber) => boolean);
markPlayerAsDisconnected: ((__namedParameters) => void);
removePlayerWhoJustJoined: (() => void);
removePlayerWhoJustLeft: (() => void);
resendClearOrCancelAcknowledgedMessages: ((runtimeScene) => void);
sendCustomMessage: ((userMessageName, userMessageData) => void);
sendDataTo: ((peerIds, messageName, data) => void);
sendEndGameMessage: (() => void);
sendResumeGameMessage: (() => void);
sendVariableCustomMessage: ((userMessageName, variable) => void);
} Returns {
addExpectedMessageAcknowledgement: ((__namedParameters) => void);
clearAllMessagesTempData: (() => void);
createChangeInstanceOwnerMessage: ((__namedParameters) => {
messageData: {
instanceX: number;
instanceY: number;
newOwner: number;
previousOwner: number;
sceneNetworkId: string;
};
messageName: string;
});
createChangeVariableOwnerMessage: ((__namedParameters) => {
messageData: {
newOwner: number;
previousOwner: number;
};
messageName: string;
});
createDestroyInstanceMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
});
createInstanceDestroyedMessageNameFromDestroyInstanceMessage: ((messageName) => string);
createInstanceOwnerChangedMessageNameFromChangeInstanceOwnerMessage: ((messageName) => string);
createUpdateGameMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
});
createUpdateInstanceMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
});
createUpdateSceneMessage: ((__namedParameters) => {
messageData: LayoutNetworkSyncData;
messageName: string;
});
createVariableOwnerChangedMessageNameFromChangeVariableOwnerMessage: ((messageName) => string);
getConnectedPlayers: (() => {
playerId: any;
playerNumber: number;
}[]);
getCurrentPlayerPing: (() => number);
getCustomMessageData: ((userMessageName) => any);
getCustomMessageSender: ((userMessageName) => number);
getLatestPlayerWhoJustJoined: (() => number);
getLatestPlayerWhoJustLeft: (() => number);
getNumberOfConnectedPlayers: (() => number);
getPlayerId: ((playerNumber) => string);
getPlayerPing: ((playerNumber) => number);
getPlayerUsername: ((playerNumber) => string);
getPlayersInfo: (() => {
[playerNumber: number]: {
ping: number;
playerId: string;
username: string;
};
});
getPlayersWhoJustJoined: (() => number[]);
getPlayersWhoJustLeft: (() => number[]);
getVariableCustomMessageData: ((userMessageName, variable) => void);
handleAcknowledgeMessagesReceived: (() => void);
handleChangeInstanceOwnerMessagesReceived: ((runtimeScene) => void);
handleChangeVariableOwnerMessagesReceived: ((runtimeScene) => void);
handleCustomMessagesReceived: (() => void);
handleDestroyInstanceMessagesReceived: ((runtimeScene) => void);
handleEndGameMessagesReceived: (() => void);
handleHeartbeatsReceived: (() => void);
handleHeartbeatsToSend: (() => void);
handleJustDisconnectedPeers: ((runtimeScene) => void);
handleResumeGameMessagesReceived: ((runtimeScene) => void);
handleSavedUpdateMessages: ((runtimeScene) => void);
handleUpdateGameMessagesReceived: ((runtimeScene) => void);
handleUpdateGameMessagesToSend: ((runtimeScene) => void);
handleUpdateInstanceMessagesReceived: ((runtimeScene) => void);
handleUpdateSceneMessagesReceived: ((runtimeScene) => void);
handleUpdateSceneMessagesToSend: ((runtimeScene) => void);
hasAnyPlayerJustJoined: (() => boolean);
hasAnyPlayerJustLeft: (() => boolean);
hasCustomMessageBeenReceived: ((userMessageName) => undefined | false);
hasPlayerJustJoined: ((playerNumber) => boolean);
hasPlayerJustLeft: ((playerNumber) => boolean);
hasReceivedHeartbeatFromPlayer: ((playerNumber) => boolean);
isPlayerConnected: ((playerNumber) => boolean);
markPlayerAsDisconnected: ((__namedParameters) => void);
removePlayerWhoJustJoined: (() => void);
removePlayerWhoJustLeft: (() => void);
resendClearOrCancelAcknowledgedMessages: ((runtimeScene) => void);
sendCustomMessage: ((userMessageName, userMessageData) => void);
sendDataTo: ((peerIds, messageName, data) => void);
sendEndGameMessage: (() => void);
sendResumeGameMessage: (() => void);
sendVariableCustomMessage: ((userMessageName, variable) => void);
}
addExpectedMessageAcknowledgement: ((__namedParameters) => void)
- (__namedParameters): void
Parameters
- __namedParameters: {
expectedMessageName: string;
maxNumberOfRetries?: number;
messageRetryTime?: number;
originalData: any;
originalMessageName: string;
otherPeerIds: string[];
shouldCancelMessageIfTimesOut: boolean;
}expectedMessageName: string
Optional
maxNumberOfRetries?: number
Optional
messageRetryTime?: number
originalData: any
originalMessageName: string
otherPeerIds: string[]
shouldCancelMessageIfTimesOut: boolean
Returns void
clearAllMessagesTempData: (() => void)
createChangeInstanceOwnerMessage: ((__namedParameters) => {
messageData: {
instanceX: number;
instanceY: number;
newOwner: number;
previousOwner: number;
sceneNetworkId: string;
};
messageName: string;
})
- (__namedParameters): {
messageData: {
instanceX: number;
instanceY: number;
newOwner: number;
previousOwner: number;
sceneNetworkId: string;
};
messageName: string;
} Parameters
- __namedParameters: {
instanceNetworkId: string;
instanceX: number;
instanceY: number;
newObjectOwner: number;
objectName: string;
objectOwner: number;
sceneNetworkId: string;
}instanceNetworkId: string
instanceX: number
instanceY: number
newObjectOwner: number
objectName: string
objectOwner: number
sceneNetworkId: string
Returns {
messageData: {
instanceX: number;
instanceY: number;
newOwner: number;
previousOwner: number;
sceneNetworkId: string;
};
messageName: string;
}
messageData: {
instanceX: number;
instanceY: number;
newOwner: number;
previousOwner: number;
sceneNetworkId: string;
}
instanceX: number
instanceY: number
newOwner: number
previousOwner: number
sceneNetworkId: string
messageName: string
createChangeVariableOwnerMessage: ((__namedParameters) => {
messageData: {
newOwner: number;
previousOwner: number;
};
messageName: string;
})
- (__namedParameters): {
messageData: {
newOwner: number;
previousOwner: number;
};
messageName: string;
} Parameters
- __namedParameters: {
newVariableOwner: number;
variableNetworkId: string;
variableOwner: number;
}newVariableOwner: number
variableNetworkId: string
variableOwner: number
Returns {
messageData: {
newOwner: number;
previousOwner: number;
};
messageName: string;
}
messageData: {
newOwner: number;
previousOwner: number;
}
newOwner: number
previousOwner: number
messageName: string
createDestroyInstanceMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
})
- (__namedParameters): {
messageData: any;
messageName: string;
} Parameters
- __namedParameters: {
instanceNetworkId: string;
objectName: string;
objectOwner: number;
sceneNetworkId: string;
}instanceNetworkId: string
objectName: string
objectOwner: number
sceneNetworkId: string
Returns {
messageData: any;
messageName: string;
}
messageData: any
messageName: string
createInstanceDestroyedMessageNameFromDestroyInstanceMessage: ((messageName) => string)
- (messageName): string
Returns string
createInstanceOwnerChangedMessageNameFromChangeInstanceOwnerMessage: ((messageName) => string)
- (messageName): string
Returns string
createUpdateGameMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
})
- (__namedParameters): {
messageData: any;
messageName: string;
} Parameters
- __namedParameters: {
gameNetworkSyncData: GameNetworkSyncData;
}gameNetworkSyncData: GameNetworkSyncData
Returns {
messageData: any;
messageName: string;
}
messageData: any
messageName: string
createUpdateInstanceMessage: ((__namedParameters) => {
messageData: any;
messageName: string;
})
- (__namedParameters): {
messageData: any;
messageName: string;
} Parameters
- __namedParameters: {
instanceNetworkId: string;
objectName: string;
objectNetworkSyncData: ObjectNetworkSyncData;
objectOwner: number;
sceneNetworkId: string;
}instanceNetworkId: string
objectName: string
objectNetworkSyncData: ObjectNetworkSyncData
objectOwner: number
sceneNetworkId: string
Returns {
messageData: any;
messageName: string;
}
messageData: any
messageName: string
createUpdateSceneMessage: ((__namedParameters) => {
messageData: LayoutNetworkSyncData;
messageName: string;
})
- (__namedParameters): {
messageData: LayoutNetworkSyncData;
messageName: string;
} Parameters
- __namedParameters: {
sceneNetworkSyncData: LayoutNetworkSyncData;
}sceneNetworkSyncData: LayoutNetworkSyncData
Returns {
messageData: LayoutNetworkSyncData;
messageName: string;
}
messageData: LayoutNetworkSyncData
messageName: string
createVariableOwnerChangedMessageNameFromChangeVariableOwnerMessage: ((messageName) => string)
- (messageName): string
Returns string
getConnectedPlayers: (() => {
playerId: any;
playerNumber: number;
}[])
- (): {
playerId: any;
playerNumber: number;
}[] Returns {
playerId: any;
playerNumber: number;
}[]
getCurrentPlayerPing: (() => number)
getCustomMessageData: ((userMessageName) => any)
- (userMessageName): any
Returns any
getCustomMessageSender: ((userMessageName) => number)
- (userMessageName): number
Returns number
getLatestPlayerWhoJustJoined: (() => number)
getLatestPlayerWhoJustLeft: (() => number)
getNumberOfConnectedPlayers: (() => number)
getPlayerId: ((playerNumber) => string)
- (playerNumber): string
Returns string
getPlayerPing: ((playerNumber) => number)
- (playerNumber): number
Returns number
getPlayerUsername: ((playerNumber) => string)
- (playerNumber): string
Returns string
getPlayersInfo: (() => {
[playerNumber: number]: {
ping: number;
playerId: string;
username: string;
};
})
- (): {
[playerNumber: number]: {
ping: number;
playerId: string;
username: string;
};
} Returns {
[playerNumber: number]: {
ping: number;
playerId: string;
username: string;
};
}
[playerNumber: number]: {
ping: number;
playerId: string;
username: string;
}
ping: number
playerId: string
username: string
getPlayersWhoJustJoined: (() => number[])
- (): number[]
Returns number[]
getPlayersWhoJustLeft: (() => number[])
- (): number[]
Returns number[]
getVariableCustomMessageData: ((userMessageName, variable) => void)
- (userMessageName, variable): void
Parameters
- userMessageName: string
- variable: Variable
Returns void
handleAcknowledgeMessagesReceived: (() => void)
handleChangeInstanceOwnerMessagesReceived: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleChangeVariableOwnerMessagesReceived: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleCustomMessagesReceived: (() => void)
handleDestroyInstanceMessagesReceived: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleEndGameMessagesReceived: (() => void)
handleHeartbeatsReceived: (() => void)
handleHeartbeatsToSend: (() => void)
handleJustDisconnectedPeers: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleResumeGameMessagesReceived: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleSavedUpdateMessages: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleUpdateGameMessagesReceived: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleUpdateGameMessagesToSend: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleUpdateInstanceMessagesReceived: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleUpdateSceneMessagesReceived: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
handleUpdateSceneMessagesToSend: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
hasAnyPlayerJustJoined: (() => boolean)
- (): boolean
Returns boolean
hasAnyPlayerJustLeft: (() => boolean)
- (): boolean
Returns boolean
hasCustomMessageBeenReceived: ((userMessageName) => undefined | false)
- (userMessageName): undefined | false
Returns undefined | false
hasPlayerJustJoined: ((playerNumber) => boolean)
- (playerNumber): boolean
Returns boolean
hasPlayerJustLeft: ((playerNumber) => boolean)
- (playerNumber): boolean
Returns boolean
hasReceivedHeartbeatFromPlayer: ((playerNumber) => boolean)
- (playerNumber): boolean
Returns boolean
isPlayerConnected: ((playerNumber) => boolean)
- (playerNumber): boolean
Returns boolean
markPlayerAsDisconnected: ((__namedParameters) => void)
- (__namedParameters): void
Parameters
- __namedParameters: {
peerId?: string;
playerNumber: number;
runtimeScene: RuntimeScene;
}Optional
peerId?: string
playerNumber: number
Returns void
removePlayerWhoJustJoined: (() => void)
removePlayerWhoJustLeft: (() => void)
resendClearOrCancelAcknowledgedMessages: ((runtimeScene) => void)
- (runtimeScene): void
Returns void
sendCustomMessage: ((userMessageName, userMessageData) => void)
- (userMessageName, userMessageData): void
Parameters
- userMessageName: string
- userMessageData: any
Returns void
sendDataTo: ((peerIds, messageName, data) => void)
- (peerIds, messageName, data): void
Parameters
- peerIds: string[]
- messageName: string
- data: object
Returns void
sendEndGameMessage: (() => void)
sendResumeGameMessage: (() => void)
sendVariableCustomMessage: ((userMessageName, variable) => void)
- (userMessageName, variable): void
Parameters
- userMessageName: string
- variable: Variable
Returns void
Create a new MultiplayerMessageManager.
In most cases, you should use the default
gdjs.multiplayerMessageManager
instead.