Update API documentation
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docs/API.md
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docs/API.md
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@ -27,7 +27,7 @@ Returns a `Client` instance and connects to the server.
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| realms.realmInvite | *optional* | The invite link/code of the Realm to join. |
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| realms.pickRealm | *optional* | A function which will have an array of the user Realms (joined/owned) passed to it. The function should return a Realm. |
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The following events are emitted by the client:
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The following special events are emitted by the client on top of protocol packets:
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* 'status' - When the client's login sequence status has changed
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* 'join' - When the client has joined the server after authenticating
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* 'spawn' - When the client has spawned into the game world, as it is getting chunks
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@ -36,6 +36,7 @@ The following events are emitted by the client:
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* 'error' - An recoverable exception has happened. Not catching will throw an exception
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* 'connect_allowed' - Emitted after the client has pinged the server and gets version information.
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* 'heartbeat' - Emitted after two successful tick_sync (keepalive) packets have been sent bidirectionally
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* 'packet' - Emitted for all packets received by client
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## be.createServer(options) : Server
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@ -97,15 +98,17 @@ server.on('connect', (client) => {
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```
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Order of server client event emissions:
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Server event emissions:
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* 'connect' - emitted by `Server` after a client first joins the server. Second paramater is a `ServerPlayer` instance.
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* 'login' - emitted by client after the client has been authenticated by the server
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* 'join' - the client is ready to recieve game packets after successful server-client handshake/encryption
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* 'spawn' - emitted after the client lets the server know that it has successfully spawned
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'error' event is emitted when a catchable exception happens with a client (for example receiving a bad encrypted packet).
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A ServerPlayer instance also emits the following special events:
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* 'join' - the client is ready to recieve game packets after successful server-client handshake/encryption
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* 'login' - emitted by client after the client has been authenticated by the server
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* 'spawn' - emitted after the client lets the server know that it has successfully spawned
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* 'packet' - Emitted for all packets received by client
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## Client docs
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You can create a server as such:
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