handleInternalEvent details!
Posted: 02 Jul 2009, 09:31
I see I can intercept the following:
loginRequest
logOut
userJoin
userExit
userLost
spectatorSwitched
newRoom
roomLost
pubMsg
privMsg
fileUpload
serverReady
playerSwitched
would it be possible to add "login" event? There's one for if the user requests to login, and one if he logs out, but none if he successfully logs in. I want to intercept THAT and send some messages to him, I don't want to assume that by sending him the "yes you can login" message, he's logged in. There might be a bit of lag or something else so he'd get the messages I want to send when he's logged in, while nothing is listening for them!
edit: playerSwitched probably does the same thing (fires when a player joins/switches a room), but I haven't tested this.
loginRequest
logOut
userJoin
userExit
userLost
spectatorSwitched
newRoom
roomLost
pubMsg
privMsg
fileUpload
serverReady
playerSwitched
would it be possible to add "login" event? There's one for if the user requests to login, and one if he logs out, but none if he successfully logs in. I want to intercept THAT and send some messages to him, I don't want to assume that by sending him the "yes you can login" message, he's logged in. There might be a bit of lag or something else so he'd get the messages I want to send when he's logged in, while nothing is listening for them!
edit: playerSwitched probably does the same thing (fires when a player joins/switches a room), but I haven't tested this.