跳到主要内容
版本:Next

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​

Action<AreaId?, Entity>?

OnAreaDeleted​

Fires when the last player has left an area, unless the server keeps it while empty.

event Action<AreaId?, Entity>? OnAreaDeleted

Event Type​

Action<AreaId?, Entity>?

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​

Action<PlayerId?, Entity>?

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

Event Type​

Action<Entity>?

  • OnAreaCreated
  • OnAreaDeleted
  • OnCellCreated
  • OnCellDeleted
  • OnPlayerActivatedCell
  • OnPlayerConnected
  • OnPlayerDeactivatedCell
  • OnPlayerDisconnected
  • OnPlayerJoinedArea
  • OnPlayerLeftArea
  • OnWorldEntityCreated