GameServer.Hooks behaviour (game_server_sdk v0.1.0)

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Behaviour for GameServer hooks/callbacks.

Implement this behaviour in your hooks module to receive lifecycle events from the GameServer and run custom game logic.

Setup

  1. Create a module implementing this behaviour
  2. Configure it in your GameServer instance

Example

defmodule MyGame.Hooks do
  @behaviour GameServer.Hooks

  @impl true
  def after_user_register(user) do
    # Give new users starting coins
    GameServer.Accounts.update_user(user, %{
      metadata: Map.put(user.metadata || %{}, "coins", 100)
    })
  end

  @impl true
  def after_user_login(user) do
    # Log login
    :ok
  end

  # Lobby hooks
  @impl true
  def before_lobby_create(attrs) do
    # Validate or modify lobby creation attributes
    {:ok, attrs}
  end

  @impl true
  def after_lobby_create(_lobby), do: :ok

  @impl true
  def before_lobby_join(user, lobby, opts) do
    # Check if user can join (e.g., level requirements)
    {:ok, {user, lobby, opts}}
  end

  @impl true
  def after_lobby_join(_user, _lobby), do: :ok

  @impl true
  def before_lobby_leave(user, lobby) do
    {:ok, {user, lobby}}
  end

  @impl true
  def after_lobby_leave(_user, _lobby), do: :ok

  @impl true
  def before_lobby_update(_lobby, attrs) do
    {:ok, attrs}
  end

  @impl true
  def after_lobby_update(_lobby), do: :ok

  @impl true
  def before_lobby_delete(lobby) do
    {:ok, lobby}
  end

  @impl true
  def after_lobby_delete(_lobby), do: :ok

  @impl true
  def before_user_kicked(host, target, lobby) do
    {:ok, {host, target, lobby}}
  end

  @impl true
  def after_user_kicked(_host, _target, _lobby), do: :ok

  @impl true
  def after_lobby_host_change(_lobby, _new_host_id), do: :ok

  # Custom RPC handlers - define your own functions!
  # These are called from game clients via the RPC channel.
  #
  # def give_coins(amount, opts) do
  #   caller = Keyword.get(opts, :caller)
  #   # Update user's coins...
  #   {:ok, %{new_balance: 150}}
  # end
end

Hook Types

User Lifecycle Hooks

  • after_user_register/1 - Called after a new user registers
  • after_user_login/1 - Called after a user logs in

Lobby Lifecycle Hooks

Before hooks can block operations by returning {:error, reason}. After hooks are fire-and-forget.

  • before_lobby_create/1 - Before lobby creation, receives attrs map
  • after_lobby_create/1 - After lobby is created
  • before_lobby_join/3 - Before user joins lobby
  • after_lobby_join/2 - After user joins lobby
  • before_lobby_leave/2 - Before user leaves lobby
  • after_lobby_leave/2 - After user leaves lobby
  • before_lobby_update/2 - Before lobby is updated
  • after_lobby_update/1 - After lobby is updated
  • before_lobby_delete/1 - Before lobby is deleted
  • after_lobby_delete/1 - After lobby is deleted
  • before_user_kicked/3 - Before user is kicked from lobby
  • after_user_kicked/3 - After user is kicked from lobby
  • after_lobby_host_change/2 - After lobby host changes

Custom RPC Functions

Any public function in your hooks module (other than the callbacks above) can be called from game clients via the RPC channel. The function receives its arguments plus a keyword list with :caller containing the authenticated user.

# Client calls: rpc("give_coins", {amount: 50})
def give_coins(amount, opts) do
  caller = Keyword.get(opts, :caller)
  # Your game logic here
  {:ok, %{success: true}}
end

Return values:

  • {:ok, data} - Success, data is sent back to client
  • {:error, reason} - Error, reason is sent back to client
  • :ok - Success with no data

Summary

Types

Result type for before hooks

A lobby struct from GameServer.Lobbies.Lobby

A user struct from GameServer.Accounts.User

Functions

Use this macro to get default implementations for all callbacks.

Types

hook_result(t)

@type hook_result(t) :: {:ok, t} | {:error, term()}

Result type for before hooks

lobby()

@type lobby() :: GameServer.Lobbies.Lobby.t()

A lobby struct from GameServer.Lobbies.Lobby

user()

@type user() :: GameServer.Accounts.User.t()

A user struct from GameServer.Accounts.User

Callbacks

after_lobby_create(lobby)

@callback after_lobby_create(lobby()) :: any()

after_lobby_delete(lobby)

@callback after_lobby_delete(lobby()) :: any()

after_lobby_host_change(lobby, new_host_id)

@callback after_lobby_host_change(lobby(), new_host_id :: integer()) :: any()

after_lobby_join(user, lobby)

@callback after_lobby_join(user(), lobby()) :: any()

after_lobby_leave(user, lobby)

@callback after_lobby_leave(user(), lobby()) :: any()

after_lobby_update(lobby)

@callback after_lobby_update(lobby()) :: any()

after_user_kicked(host, target, lobby)

@callback after_user_kicked(host :: user(), target :: user(), lobby()) :: any()

after_user_login(user)

@callback after_user_login(user()) :: any()

after_user_register(user)

@callback after_user_register(user()) :: any()

before_lobby_create(attrs)

@callback before_lobby_create(attrs :: map()) :: hook_result(map())

before_lobby_delete(lobby)

@callback before_lobby_delete(lobby()) :: hook_result(lobby())

before_lobby_join(user, lobby, opts)

@callback before_lobby_join(user(), lobby(), opts :: keyword()) ::
  hook_result({user(), lobby(), keyword()})

before_lobby_leave(user, lobby)

@callback before_lobby_leave(user(), lobby()) :: hook_result({user(), lobby()})

before_lobby_update(lobby, attrs)

@callback before_lobby_update(lobby(), attrs :: map()) :: hook_result(map())

before_user_kicked(host, target, lobby)

@callback before_user_kicked(host :: user(), target :: user(), lobby()) ::
  hook_result({user(), user(), lobby()})

Functions

__using__(opts)

(macro)

Use this macro to get default implementations for all callbacks.

This allows you to only implement the callbacks you need.

Example

defmodule MyGame.Hooks do
  use GameServer.Hooks

  @impl true
  def after_user_register(user) do
    # Only implement what you need
    :ok
  end
end