Skip to main content

sendClientEvent

Send a custom, app-defined client event (identified by eventType, a uint16) for spatial replication to nearby chunks; nearby actors receive it as a ClientEventNotification. Requires a bearer game token; opens a UDP proxy session automatically if none exists. Returns Boolean! that is true only when the datagram was ACCEPTED FOR SENDING — NOT that the world processed it. Failures arrive ASYNCHRONOUSLY as GenericErrorResponse on udpNotifications, correlated by the request sequenceNumber (correlation only — not an idempotency key; the server does not dedupe replays).

sendClientEvent(
input: ClientEventNotificationInput!
): Boolean!

Arguments

sendClientEvent.input ● ClientEventNotificationInput! non-null input

The client event to send: target appId, chunk coordinates, 32-byte uuid, app-defined eventType (uint16), base64 state, and optional distance/decayRate/sequenceNumber. See ClientEventNotificationInput.

Type

Boolean scalar

The Boolean scalar type represents true or false.