Interface IServerEvents
Namespace: ReadyM.Relay.Server.Sdk.Events
Assembly: ReadyM.Relay.Server.Sdk.dll
The server's events: players connecting and moving, and areas and cells coming and going.
public interface IServerEvents
OnAreaCreated
Fires when an area comes into use, as the first player enters it.
event Action<AreaId?, Entity>? OnAreaCreated
Event Type
OnAreaDeleted
Fires when the last player has left an area, unless the server keeps it while empty.
event Action<AreaId?, Entity>? OnAreaDeleted
Event Type
OnCellCreated
Fires when a cell comes into use, as the first player loads it.
event Action<AreaId?, CellId?, Entity>? OnCellCreated
Event Type
Action<AreaId?, CellId?, Entity>?
OnCellDeleted
Fires when the last player has unloaded a cell, unless the server keeps it while empty.
event Action<AreaId?, CellId?, Entity>? OnCellDeleted
Event Type
Action<AreaId?, CellId?, Entity>?
OnPlayerActivatedCell
Fires when any player loads a cell, the first one included.
event Action<PlayerId?, AreaId?, CellId?>? OnPlayerActivatedCell
Event Type
Action<PlayerId?, AreaId?, CellId?>?
OnPlayerConnected
Fires when a player has connected and their player entity exists.
event Action<PlayerId?, Entity>? OnPlayerConnected
Event Type
OnPlayerDeactivatedCell
Fires when any player unloads a cell.
event Action<PlayerId?, AreaId?, CellId?>? OnPlayerDeactivatedCell
Event Type
Action<PlayerId?, AreaId?, CellId?>?
OnPlayerDisconnected
Fires when a player has left or dropped, after they left their area.
event Action<PlayerId?, Entity, DisconnectReason?>? OnPlayerDisconnected
Event Type
Action<PlayerId?, Entity, DisconnectReason?>?
OnPlayerJoinedArea
Fires when any player enters an area, the first one included.
event Action<PlayerId?, AreaId?>? OnPlayerJoinedArea
Event Type
Action<PlayerId?, AreaId?>?
OnPlayerLeftArea
Fires when any player leaves an area.
event Action<PlayerId?, AreaId?>? OnPlayerLeftArea
Event Type
Action<PlayerId?, AreaId?>?
OnWorldEntityCreated
Raised once, when the world entity exists. A mod's Init runs before that, so this is the earliest point at which world components can be written.
event Action<Entity>? OnWorldEntityCreated