Receive channel message.
Receive channel presence updates.
Handle disconnect events received from the socket.
Handle error events received from the socket.
An application-level heartbeat timeout that fires after the client does not receive a pong from the server after the heartbeat interval.
Most browsers maintain an internal heartbeat, in which case its unlikely you'll need to use this callback. However, Chrome does not implement an internal heartbeat.
We fire this separately from onclose because heartbeats fail when there's no connectivity, and many browsers don't fire onclose until the closing handshake either succeeds or fails.
In any case, be aware that onclose will still fire if there is a heartbeat timeout in a potentially delayed manner.
Receive matchmaking results.
Receive a matchmaker ticket.
Receive match presence updates.
Receive notifications from the socket.
Receive party close events.
Receive party join requests, if party leader.
Receive announcements of a new party leader.
Receive matchmaking results.
Receive a presence update for a party.
Receive status presence updates.
Receive stream data.
Receive stream presence updates.
Join the matchmaker pool and search for opponents on the server.
Optional stringProperties: Record<string, string>Optional numericProperties: Record<string, number>Begin matchmaking as a party.
Optional string_properties: Record<string, string>Optional numericProperties: Record<string, number>Request a list of pending join requests for a party.
Promote a new party leader.
Remove a chat message from a chat channel on the server.
When no presences are supplied the new match state will be sent to all presences.
Optional presence: Presence[]Update a chat message on a chat channel in the server.
Send a chat message to a chat channel on the server.
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A socket connection to Nakama server.