Event Handling

  • [code]
  • [plugins]
  • [events]
  • [dispatcher]

Where command handling is triggered by a player typing something, Events are triggered by the game itself in response to something happening. There are events for characters connecting and disconnecting, characters being created, the game starting, and more.

Event Dispatching

When a code module triggers an event, several things happen:

  1. The Event object is added to the Dispatcher’s dispatch queue.
  2. When it gets to that item in the queue, the Dispatcher will ask each plugin if it’s interested in that event.
  3. If a plugin returns an event handler object, the Dispatcher will call on_event in the handler. It then continues on to the next plugin and does the same.
  4. If no plugins handle the event, the Dispatcher will ignore it.

Handling Events

There are two things required to handle events:

Get Event Handler

All plugins have a get_event_handler method. Just like get_cmd_handler returns a command handler class when a plugin wants a command, get_event_handler returns an event handler class when a plugin wants an event.

In this method, events are identified by a string corresponding to the event name (“CharConnectedEvent”, “CharCreatedEvent”, etc.) Again, this is similar to the way that commands are identified by their command root (“forum”, “connect”, etc.)

The get_event_handler method can either return an event handler class or nil, depending on whether it wants the event. For example:

module AresMUSH
  module Channels
    def self.get_event_handler(event_name) 
      case event_name
      when "CharCreatedEvent"
        return CharCreatedEventHandler

Event Handler Class

The second piece is to implement a class to actually handle the plugin (CharCreatedEventHandler in the example above.) Event handling is much simpler than command handling. There’s no arg parsing, no error checks–you only need to implement a single method, named on_event.

The on_event method is passed an event object. The contents of this object will vary depending on the event. You’ll need to look at the event class definition to find out what data is available. See “Standard Events” below for more information.

module AresMUSH
  module Channels
    class CharCreatedEventHandler
      def on_event(event)
         event.client.emit "Hello!"

Standard Events

Standard events in the stock Ares code include:

  • CharConnectedEvent - A character has disconnected.
  • CharDisconnectedEvent - A character has connected.
  • CharCreatedEvent - A new character was created.
  • CronEvent - Triggered periodically. See Cron Jobs.
  • ConfigUpdatedEvent - The game configuration has changed.
  • GameStartedEvent - Triggered on startup.
  • RoleDeletedEvent - A role has been deleted.
  • RoleChangedEvent - A character’s roles has changed.

You can find details about the data in these events by looking in the code file /aresmush/engine/aresmush/commands/global_events. For example, character connected has the ID of the character and the client.

class CharConnectedEvent
  attr_accessor :client, :char_id

Plugin Events

Other events may be defined by individual plugins. You’ll typically find those in the public directory of a plugin. For example: aresmush/plugins/scenes/public/pose_event.rb.