使用挂钩 #

挂钩是Nakama服务器运行时的一项功能,使您能在特定服务器事件发生之前或之后运行自定义服务器代码。挂钩在许多情况下都非常实用,以下示例演示了其中的某些情况。

为进一步了解挂钩及其使用方法,请参阅挂钩文档;关于可受益于挂钩的服务器消息的完整列表,请参阅消息名称列表。

以下所有注册调用都将在InitModule函数内运行。

Before 挂钩 #

这些挂钩在特定服务器运行时事件发生_之前_运行。这可用于修改特定函数的输入或在其发生之前采取其他操作。

在创建群组之前 #

在允许创建组名称之前,此挂钩会检查群组名称是否不含污秽词。请注意,Nakama不提供污秽词检查功能。

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initializer.registerBeforeCreateGroup(beforeCreateGroup);

let beforeCreateGroup : nkruntime.BeforeHookFunction<nkruntime.CreateGroupRequest> = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, data: nkruntime.CreateGroupRequest) : nkruntime.CreateGroupRequest {
  // Check the group name does not contain profanity (containsProfanity implementation not provided)
  if (containsProfanity(data.name)) {
    throw new Error("Profanity detected.")
  }

  return data;
};
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initializer.RegisterBeforeCreateGroup(func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, in *api.CreateGroupRequest) (*api.CreateGroupRequest, error) {
  if containsProfanity(in.Name) {
    return nil, runtime.NewError("profanity detected", 3)
  }
  
  return in, nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.

在删除群组之前 #

此挂钩拒绝删除仍包含多个用户的群组的尝试。

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initializer.registerBeforeDeleteGroup(beforeDeleteGroup);

let beforeDeleteGroup : nkruntime.BeforeHookFunction<nkruntime.DeleteGroupRequest> = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, data: nkruntime.DeleteGroupRequest) : nkruntime.DeleteGroupRequest {
  // Deny the delete request if the group still has more than one user
  const result = nk.groupUsersList(data.groupId, null, null, null);
  if (result.groupUsers.length > 1) {
      throw new Error("Group still has users.")
  }

  return data;
};
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initializer.RegisterBeforeDeleteGroup(func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, in *api.DeleteGroupRequest) (*api.DeleteGroupRequest, error) {
  groupUsers, _, err := nk.GroupUsersList(ctx, in.GroupId, 100, nil, "")
  if err != nil {
    return nil, runtime.NewError("error retrieving group users", 13)
  }

  if len(groupUsers) > 1 {
    return nil, runtime.NewError("group still has users", 9)
  }
  
  return in, nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.

After 挂钩 #

这些挂钩在特定服务器运行时事件发生_之后_运行。这可以用于在事件发生后适当地响应事件。

在添加好友后 #

该挂钩向被另一个用户添加为好友的每个用户发送一个通知,使其知道自己收到了好友请求。

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initializer.registerAfterAddFriends(afterAddFriends);

let afterAddFriends: nkruntime.AfterHookFunction<void, nkruntime.AddFriendsRequest> = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, data: void, request: nkruntime.AddFriendsRequest) {
  // Notify each user that they have received a friend request
  request.ids.forEach(function (id) {
    nk.notificationSend(id, 'Friend Request Received', { message: `You have received a friend request from ${ctx.username}.` }, 1, null, true);
  });
};
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initializer.RegisterAfterAddFriends(func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, in *api.AddFriendsRequest) error {
  username, ok := ctx.Value(runtime.RUNTIME_CTX_USERNAME).(string)
  if !ok {
    return runtime.NewError("error getting username", 13)
  }
  
  for _, friendId := range in.Ids {
    content := map[string]interface{} {
      "message": fmt.Sprintf("You have received a friend request from %s", username),
    }
    
    nk.NotificationSend(ctx, friendId, "Friend Request Received", content, 1, nil, true)
  }
  
  return nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.

在退出群组后 #

此钩子向群组发送消息,通知群组用户某用户已退出。

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initializer.registerAfterLeaveGroup(afterLeaveGroup);

let afterLeaveGroup: nkruntime.AfterHookFunction<void, nkruntime.LeaveGroupRequest> = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, data: void, request: nkruntime.LeaveGroupRequest) {
  // Send a message to the group to say the player left
  const channelId = nk.channelIdBuild(null, request.groupId, nkruntime.ChanType.Group);
  nk.channelMessageSend(channelId, { message: `${ctx.username} left the group.` }, null, null, true);
};
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initializer.RegisterAfterLeaveGroup(func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, in *api.LeaveGroupRequest) error {
  username, ok := ctx.Value(runtime.RUNTIME_CTX_USERNAME).(string)
  if !ok {
    return runtime.NewError("error getting username", 13)
  }
  
  channelId, err := nk.ChannelIdBuild(ctx, nil, in.GroupId, runtime.Group)
  if err != nil {
    return runtime.NewError("error getting channel id", 13)
  }
  
  content := map[string]interface{}{
    "message": fmt.Sprintf("%s left the group.", username),
  }
  
  nk.ChannelMessageSend(ctx, channelId, content, nil, nil, true)
  return nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.

按设备ID进行身份验证后 #

在玩家按设备ID进行身份验证后,此挂钩奖励其10个金币(在其虚拟钱包中)。

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initializer.registerAfterAuthenticateDevice(afterAuthenticateDevice);

let afterAuthenticateDevice: nkruntime.AfterHookFunction<nkruntime.Session, nkruntime.AuthenticateDeviceRequest> = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, data: nkruntime.Session, request: nkruntime.AuthenticateDeviceRequest) {
  // Give the player 10 coins for logging in
  nk.walletUpdate(ctx.userId, { coins: 10 }, null, true);
};
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initializer.RegisterAfterAuthenticateDevice(func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, out *api.Session, in *api.AuthenticateDeviceRequest) error {
  // Give the player 10 coins for logging in
  userId, ok := ctx.Value(runtime.RUNTIME_CTX_USER_ID).(string)
  if !ok {
    return runtime.NewError("error getting userId", 13)
  }
  
  changeset := map[string]int64{
    "coins": 10,
  }
  
  nk.WalletUpdate(ctx, userId, changeset, nil, true)
  return nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.

事件挂钩 #

这些挂钩在特定事件发生后运行,例如重置排行榜或比赛结束。

排行榜重置时 #

每当排行榜重置时,此挂钩将奖励排行榜中得分最高的3名玩家1000个硬币。

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initializer.registerLeaderboardReset(onLeaderboardReset);

let onLeaderboardReset : nkruntime.LeaderboardResetFunction = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, leaderboard: nkruntime.Leaderboard, reset: number) {
  // Reward top 3 players with 1,000 coins and send them a notification telling them what their rank was
  const topRecords = nk.leaderboardRecordsList(leaderboard.id, null, 3, null, null);
  topRecords.records.forEach(function (record) {
    nk.walletUpdate(record.ownerId, { coins: 1000 }, null, true);
    nk.notificationSend(record.ownerId, 'Congratulations', { message: `Well done, you ranked ${record.rank}!` }, 2, null, true);
  });
};
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initializer.RegisterLeaderboardReset(func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, leaderboard *api.Leaderboard, reset int64) error {
  // Reward top 3 players with 1,000 coins and send them a notification telling them what their rank was
  topRecords, _, _, _, err := nk.LeaderboardRecordsList(ctx, leaderboard.Id, nil, 3, "", 0)
  if err != nil {
    return runtime.NewError("error getting leaderboard records", 13)
  }

  for _, record := range topRecords {
    changeset := map[string]int64 {
      "coins": 1000,
    }
    
    content := map[string]interface{} {
      "message": fmt.Sprintf("Well done, you ranked %d!", record.Rank),
    }
    
    nk.WalletUpdate(ctx, record.OwnerId, changeset, nil, true)
    nk.NotificationSend(ctx, record.OwnerId, "Congratulations", content, 2, "", true)
  }
  
  return nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.

锦标赛结束时 #

这个挂钩奖励比锦标赛胜者10000个金币,并在锦标赛结束时送给他们一件稀有物品。

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initializer.registerTournamentEnd(onTournamentEnd);

let onTournamentEnd : nkruntime.TournamentEndFunction = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, tournament: nkruntime.Tournament, end: number, reset: number) {
  // Reward tournament leader with 10,000 coins and a rare item
  const topRecord = nk.tournamentRecordsList(tournament.id, null, 1, null, null);
  const winnerId = topRecord.records[0].ownerId;

  // Give the player 10,000 coins
  nk.walletUpdate(winnerId, { coins: 10000 }, null, true);

  // Get the player's existing inventory
  const storageRead : nkruntime.StorageReadRequest = {
    collection: "inventory",
    key: winnerId,
    userId: winnerId
  };

  const result = nk.storageRead([storageRead]);
  let inventory = {};

  if (result.length > 0) {
    inventory = result[0].value;
  }

  // Add the rare item or increase quantity
  if (!inventory["rare-sword"]) {
    inventory["rare-sword"] = 1;
  } else {
    inventory["rare-sword"]++;
  }

  // Write the updated inventory to the storage engine
  const storageWrite : nkruntime.StorageWriteRequest = {
    collection: "inventory",
    key: winnerId,
    userId: winnerId,
    permissionWrite: 0,
    permissionRead: 1,
    value: inventory
  }

  nk.storageWrite([storageWrite]);
};
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initializer.RegisterTournamentEnd(func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, tournament *api.Tournament, end, reset int64) error {
  // Reward tournament leader with 10,000 coins and a rare item
  topRecord, _, _, _, err := nk.TournamentRecordsList(ctx, tournament.Id, nil, 1, "", 0)
  if err != nil {
    return runtime.NewError("error getting tournament records", 13)
  }

  winnerId := topRecord[0].OwnerId

  // Give the player 10,000 coins
  changeset := map[string]int64 {
    "coins": 10000,
  }
  nk.WalletUpdate(ctx, winnerId, changeset, nil, true)

  // Get the player's existing inventory
  storageRead := &runtime.StorageRead{
    Collection: "inventory",
    Key: winnerId,
    UserID: winnerId,
  }

  result, err := nk.StorageRead(ctx, []*runtime.StorageRead { storageRead })
  if err != nil {
    return runtime.NewError("error reading player inventory", 13)
  }

  var inventory map[string]int

  if len(result) > 0 {
    if err := json.Unmarshal([]byte(result[0].Value), &inventory); err != nil {
      logger.Error("error unmarshaling inventory", err)
      return runtime.NewError("error unmarshaling inventory", 13)
    }
  } else {
    inventory = make(map[string]int)
  }

  // Add the rare item or increase quantity
  if _, ok := inventory["rare-sword"]; !ok {
    inventory["rare-sword"] = 1
  } else {
    inventory["rare-sword"] += 1
  }
  
  // Write the updated inventory to the storage engine
  inventoryJson, err := json.Marshal(inventory)
  if err != nil {
    return runtime.NewError("error marshaling inventory", 13)
  }
  
  storageWrite := &runtime.StorageWrite{
    Collection: "inventory",
    Key: winnerId,
    UserID: winnerId,
    PermissionWrite: 0,
    PermissionRead: 1,
    Value: string(inventoryJson),
  }
  
  _, err = nk.StorageWrite(ctx, []*runtime.StorageWrite { storageWrite })
  if err != nil {
    return runtime.NewError("error writing inventory", 13)
  }

  return nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.

Before实时挂钩 #

这些挂钩在服务器处理特定实时消息_之前_运行。

在加入通道之前 #

此挂钩检查用户是否试图加入非好友的直接消息通道。如过是,则阻止其加入通道的请求。

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initializer.registerRtBefore("ChannelJoin", beforeChannelJoin);

let beforeChannelJoin : nkruntime.RtBeforeHookFunction<nkruntime.EnvelopeChannelJoin> = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, envelope: nkruntime.EnvelopeChannelJoin) : nkruntime.EnvelopeChannelJoin | void {
  // If the channel join is a DirectMessage type, check to see if the user is friends with the recipient first
  if (envelope.channelJoin.type == nkruntime.ChanType.DirectMessage) {
    const result = nk.friendsList(ctx.userId, null, 0, null);
    const filtered = result.friends.filter(function (friend) {
      return friend.user.userId == envelope.channelJoin.target;
    });

    if (filtered.length == 0) {
      throw new Error("You cannot direct message someone you are not friends with.");
    }
  }

  return envelope;
};
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initializer.RegisterBeforeRt("ChannelJoin", func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, in *rtapi.Envelope) (*rtapi.Envelope, error) {
  envelope, ok := in.Message.(*rtapi.Envelope_ChannelJoin)
  if !ok {
    return nil, runtime.NewError("error getting envelope as ChannelJoin envelope", 13)
  }

  userId, ok := ctx.Value(runtime.RUNTIME_CTX_USER_ID).(string)
  if !ok {
    return nil, runtime.NewError("error getting userId", 13)
  }

  // If the channel join is a DirectMessage type, check to see if the user is friends with the recipient first
  if envelope.ChannelJoin.Type == 2 {
    state := 0
    friends, _, err := nk.FriendsList(ctx, userId, 100, &state, "")
    if err != nil {
      return nil, runtime.NewError("error getting friends list", 13)
    }

    isFriends := false
    for _, friend := range friends {
      if friend.User.Id == envelope.ChannelJoin.Target {
        isFriends = true
        break
      }
    }

    if !isFriends {
      return nil, runtime.NewError("you cannot direct message someone you are not friends with.", 9)
    }
  }

  return in, nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.

After实时挂钩 #

这些挂钩在服务器处理特定实时消息_之后_运行。

在退出通道后 #

此挂钩在用户退出后让接收者知道另一个用户退出了通道。

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initializer.registerRtAfter("ChannelLeave", afterChannelLeave);

let afterChannelLeave : nkruntime.RtAfterHookFunction<nkruntime.EnvelopeChannelLeave> = function (ctx: nkruntime.Context, logger: nkruntime.Logger, nk: nkruntime.Nakama, output: nkruntime.EnvelopeChannelLeave | null, input: nkruntime.EnvelopeChannelLeave) {
  // Send a message to the channel after leaving, notifying others that the user left
  nk.channelMessageSend(input.channelLeave.channelId, { message: `${ctx.userId} left the channel.` }, "", "", true);
};
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initializer.RegisterAfterRt("ChannelLeave", func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, out, in *rtapi.Envelope) error {
  envelope, ok := in.Message.(*rtapi.Envelope_ChannelLeave)
  if !ok {
    return runtime.NewError("error getting envelope as ChannelLeave envelope", 13)
  }

  userId, ok := ctx.Value(runtime.RUNTIME_CTX_USER_ID).(string)
  if !ok {
    return runtime.NewError("error getting userId", 13)
  }

  // Send a message to the channel after leaving, notifying others that the user left
  content := map[string]interface{}{
    "message": fmt.Sprintf("%s left the channel.", userId),
  }

  nk.ChannelMessageSend(ctx, envelope.ChannelLeave.ChannelId, content, "", "", true)

  return nil
})
Code snippet for this language Lua has not been found. Please choose another language to show equivalent examples.