Socket
Extends:
The socket wraps the RPC instance and provides an event emitter than
fires when various Interactive events come in. These events correspond
with the onSomething...
methods as documented in the protocol
specification.
The payload of the event corresponds with the params
from the events
that the Interactive service sends. For example:
mixer.socket.on('onReady', data => {
console.log('Are the controls ready?', data.isReady);
});
mixer.socket.on('onSceneCreate', scene => {
// do something with the newly created scene...
});
Method Summary
Public Methods | ||
public |
Makes a call to the Interactive service. |
|
public |
dumpHandler(fn: function(): IStateDump) Sets the handler to use when the CDK requests a dump of the current controls state. |
Public Methods
public call(method: string, params: *, waitForReply: boolean): Promise.<object> | undefined source
Makes a call to the Interactive service. This is just like sending a call
over the Interactive protocol,
however the only available methods are giveInput
and getTime
.
For example:
// All giveInput calls must contain at minimum the event and control ID.
// Everything else is passed through to the game client verbatim.
mixer.socket.call('giveInput', {
event: 'click',
controlID: 'my_button',
moreCustomData: true,
});
Return:
Promise.<object> | undefined | If waitForReply is true, a promise is returned that resolves once the server responds. |
public dumpHandler(fn: function(): IStateDump) source
Sets the handler to use when the CDK requests a dump of the current controls state. It should return metadata about the scenes. This will help in your debugging, but you do not have to implement it.
Params:
Name | Type | Attribute | Description |
fn | function(): IStateDump |