The client's socket.
The client's state store.
Instructs the server to broadcast an event with given data to specified scopes.
Makes an attempt to capture a spark transaction and deduct the sparks from the participant who created the transaction.
A transaction can fail to capture if:
Closes and frees the resources associated with the interactive connection.
Creates instructs the server to create new controls on a scene within your project. Participants will see the new controls automatically if they are on the scene the new controls are added to.
Instructs the server to create new groups with the specified parameters.
Instructs the server to create a new scene with the specified parameters.
Instructs the server to create new scenes with the specified parameters.
Instructs the server to delete the provided controls.
Instructs the server to delete the provided group.
Instructs the server to delete the provided scene.
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.
By specifying 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 execute
.
Retrieves the groups stored on the interactive server.
Get the options is use by the socket.
Queries the server for a list of participants who match the provided userIDs. Future enhancements may allow for querying by other properties.
Retrieves the scenes stored on the interactive server.
Gets the time from the server as a unix timestamp in UTC.
Opens a connection to the interactive service using the provided options.
Updates a sessions' ready state, when a client is not ready participants cannot interact with the controls.
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.
Instructs the server to update controls within a scene with your specified parameters. Participants on the scene will see the controls update automatically.
Instructs the server to update the participant within the session with your specified parameters. Participants within the group will see applicable scene changes automatically.
Instructs the server to update the participant within the session with your specified parameters.
Instructs the server to update a scene within the session with your specified parameters.
Updates the top level properties of an interactive session.
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The type this client instance is running as.