My game uses the lua runtime and lua client code.
The join/leave messages are handled by custom code picked up by the client with socket.on_match_data()
. This means events sent to the client that are picked up with socket.on_match_presence_event()
are superfluous.
Is there a way to suppress the socket.on_match_presence_event()
events being sent to the client, to save on server bandwidth and CPU?
Alternatively, is there a way to tag on information to the match presence events, so I can use those instead of sending custom events for join/leave?
The additional data I need to send when players join are position, tint colour, display name and other properties describing the players.