val channelClient = client.channel("messaging", "general")
// Send a custom event to all users watching the channel
channelClient.sendEvent(
eventType = "friendship_request",
extraData = mapOf("text" to "Hey there, long time no see!")
).enqueue { result ->
if (result.isSuccess) {
val chatEvent: ChatEvent = result.data()
} else {
// Handle result.error()
}
}
// Subscribe for custom events
val disposable: Disposable = channelClient.subscribeFor<UnknownEvent> { customEvent ->
val text = customEvent.rawData["text"]
}
// Dispose when you want to stop receiving events
disposable.dispose()
Custom Events
Custom events allow you to build more complex interactions within a channel or with a user.
To a channel
Users connected to a channel, either as a watcher or member, can send custom events and have them delivered to all users watching the channel.
// sends an event for the current user to all connect clients on the channel
await channel.sendEvent({
type: "friendship_request",
text: "Hey there, long time no see!"
});
// custom events can also be sent server-side, in that case a user must be included in the event payload
await channel.sendEvent({
type: "friendship_request",
text: "Hey there, long time no see!",
user: user,
});
// sends an event for the current user to all connect clients on the channel
await channel.sendEvent(
Event(
type: 'friendship_request',
extraData: {
'text': 'Hey there, long time no see!',
},
),
);
// Custom events must be defined as a USTRUCT with a static FName member `StaticType`:
USTRUCT()
struct FMyCustomEvent
{
GENERATED_BODY()
inline static FName StaticType = TEXT("my_custom_event");
// Custom members must be UPROPERTYs to be picked up by the serializer
UPROPERTY()
float MyCustomData;
};
// Send the custom event
Channel->SendEvent(FMyCustomEvent{5000.f});
$channel->sendEvent(["type" => "friendship_request", "text" => "Hey there, long time no see!"], $serverUser["id"]);
channel.send_event({"type": "friendship_request", "text": "Hey there, long time no see!"}, server_user["id"])
channel.send_event({type: "friendship_request", text: "Hey there, long time no see!"}, server_user["id"]
var channelEvent = new Event { Type = "friendship_request", UserId = serverUser.Id };
channelEvent.SetData("text", "Hey there, long time no see!");
await eventClient.SendEventAsync("channel-type", "channel-id", channelEvent);
ch.SendEvent(context.Background(), &Event{
Type: "friendship_request",
ExtraData: map[string]interface{}{"text": "Hey there, long time no see!"},
}, "userId")
// Not yet supported in the Unity SDK
Map<Object, Object> extraData = new HashMap<>();
extraData.put("text", "Hey there, long time no see!");
// Send a custom event to all users watching the channel
channelClient.sendEvent("friendship_request", extraData).enqueue(result -> {
if (result.isSuccess()) {
ChatEvent chatEvent = result.data();
} else {
// Handle result.error()
}
});
struct MyCustomEvent: CustomEventPayload {
static let eventType: EventType = "my_custom_event"
let text: String
}
// Send channel events using the channel controller
let event = MyCustomEvent(text: "This is my custom text")
channelController.eventsController().sendEvent(event)
// Subscribe for custom events works with delegation pattern
extension MyChannelViewModel: EventsControllerDelegate {
private var eventsController: EventsController?
func setupEventListening(channelController: ChatChannelController) {
// eventsController needs to be retained (eg. class var)
eventsController = channelController.eventsController()
eventsController?.delegate = self
}
// EventsControllerDelegate method
func eventsController(_: EventsController, didReceiveEvent event: Event) {
// ignore regular events, we only care about custom channel event
guard let channelEvent = event as? UnknownChannelEvent else {
return
}
// Filter only `MyCustomEvent` event
guard let customPayload = channelEvent.payload(ofType: MyCustomEvent.self) else {
return
}
print("Received a custom event with text \(myCustomPayload.text)")
}
}
Custom events are enabled by default on all channel types, you can disable them using the Dashboard or the API the same way as you would manage other channel features (ie. replies, URL previews, …)
Permissions
Like every client-side API request, sending a custom event includes a permission check. By default users that can read messages on a channel can also send custom events. Check the Auth & Permission section to find out more about how permissions can be customized for your application.
Keep in mind a clever user can send their own custom events. We recommend using the type attribute or custom data on the event to limit the kinds of events that are displayed to the recipient to ones that are safe e.g. if a bad actor sends a “password reset” or other malicious events, your client app should just ignore it.
To a user
This allows you to send custom events to a connected user. The event is delivered to all connected clients for that user.
It is only available with server-side authentication. A copy of the event is sent via web-hooks if it is enabled.
await client.sendUserCustomEvent(targetUserID, {
type: 'friendship_request',
text: 'Tommaso wants to be your friend',
});
ev := UserCustomEvent{
Type: "friendship_request",
ExtraData: map[string]interface{}{
"text": "Tommaso wants to be your friend",
},
}
err := client.SendUserCustomEvent(targetUserID, &ev)
$client->sendCustomEvent($user["id"], ["type" => "friendship_request", "text" => "Tommaso wants to be your friend"]);
Event.sendUserCustom(user.getId())
.event(
EventUserCustomRequestObject.builder()
.type("friendship_request")
.additionalField("text", "Tommaso wants to be your friend")
.build())
.request();
client.send_user_custom_event(
server_user["id"], {"type": "friendship_request", "text": "Tommaso wants to be your friend"}
)
client.send_user_event(server_user[:id], { event: { type: 'friendship_request', text: 'Tommaso wants to be your friend' } })
var customEvent = new UserCustomEvent { Type = "friendship_request" };
customEvent.SetData("text", "Tommaso wants to be your friend");
await eventClient.SendUserCustomEventAsync(user.Id, customEvent);
// Not yet supported in the Unity SDK
name | type | description | default | optional |
---|---|---|---|---|
targetUserID | string | target user ID | - | |
data | object | event to be sent | - | |
data.type | string | type of the event | - |
If the user doesn’t exist, a 404 Not Found
error is returned.
The type of the event shouldn’t contain any .
character otherwise a 400 Bad Request
error is returned. This a character used for built-in events, see Event Object section for more details.