ClientEventNotificationInput
Input for sending a client event notification to the UDP game server. Events are custom game events that can be used for various gameplay mechanics. The event type and state format are defined by the client/mod.
input ClientEventNotificationInput {
appId: BigInt!
chunk: ChunkCoordinatesInput!
uuid: String!
eventType: Int!
state: String!
distance: Int
decayRate: Int
sequenceNumber: Int
}
Fields
ClientEventNotificationInput.appId ● BigInt! non-null scalar
The ID of the app where the event is occurring.
ClientEventNotificationInput.chunk ● ChunkCoordinatesInput! non-null input
The chunk coordinates where the event is located.
ClientEventNotificationInput.uuid ● String! non-null scalar
A unique identifier for the object controlling this event. Must be exactly 32 bytes when encoded as UTF-8.
ClientEventNotificationInput.eventType ● Int! non-null scalar
The event type ID (uint16, 0-65535). This is a client-defined enum that determines how the event should be processed.
ClientEventNotificationInput.state ● String! non-null scalar
The event state data, base64-encoded. The format is defined by the event type and is currently only processed by clients.
ClientEventNotificationInput.distance ● Int scalar
Chunk replication distance (0-8). Defaults to 8 for events. Clamped to 0-8.
ClientEventNotificationInput.decayRate ● Int scalar
Decay algorithm for replication: 0 = none, 1 = exponential, 2 = linear 50%, 3 = linear 25%, 4 = linear 10%, 5 = linear 5%. Defaults to 0 (none) for events.
ClientEventNotificationInput.sequenceNumber ● Int scalar
Client-assigned correlation id for this datagram: a uint8 (0-255) that wraps at gameClientBootstrap.sequenceNumberModulo (256); defaults to 0 if omitted. For CORRELATION ONLY — it is NOT an idempotency key and the server does not dedupe replays. Echoed on any GenericErrorResponse for this send, delivered on the udpNotifications subscription.
Member Of
sendClientEvent mutation