The type this client instance is running as.
The client's socket.
The client's state store.
Closes and frees the resources associated with the interactive connection.
updateWorld, Updates the top-level world state of the session
createControls will instruct the server to create your provided controls in the active,
project. Participants will see the new controls as they are added.
ready allows you to indicate to the server the ready state of your GameClient.
isReady false you can pause participant interaction whilst you
setup scenes and controls.
capture is used to capture a spark transaction that you have received from the server.
getTime retrieves the server's unix timestamp. You can use this to synchronize your clock with
the servers. See ClockSync for a Clock Synchronizer.
getScenes retrieves scenes stored ont he server. If you've used the studio to create your project,
then you can use this to retrieve the scenes and controls created there.
giveInput is used to send participant interactive events to the server.
These events will be received by the corresponding GameClient.
updateControls is used to update control properties within a scene, such as disabling a control.
deleteControls will delete the specified controls from the server. Participants will see these controls
vanish and will not be able to interact with them.
Queries the server for a list of participants who match the provided userIDs. Future enhancements may allow for querying by other properties
Execute will construct and send a method to the server for execution.
It will resolve with the server's reply. It is recommended that you use an
existing Client method if available instead of manually calling
Retrieves the groups stored on the interactive server.
Get the options is use by the socket.
Retrieves the scenes stored on the interactive server.
Gets the time from the server as a unix timestamp in UTC.
Opens the connection to interactive.
Sends a given reply to the server.
Begins a negotiation process between the server and this client, the compression preferences of the client are sent to the server and then the server responds with the chosen compression scheme.
Sets the given options on the socket.
Retrieves the groups on the server and hydrates the state store with them.
Retrieves the scenes on the server and hydrates the state store with them.
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