# Context This class is the callback context. When you hook into methods using a ``on_*`` method you can access its context. This gives you the ability to read and modify the data before the default behavior processes it. Or skip the default behavior and implement your own logic. ### #cancel Call the ``cancel()`` on the context object to not run any default code for that event. ```ruby client.on_map_change do |context| # do nothing when a map change packet comes in # skips the send ready packet code context.cancel end ``` ### @client [[TeeworldsClient](../classes/TeeworldsClient.md)] Access the network client to send packets. **Example:** Reimplement your on on_connected logic and cancel the default one ```ruby client.on_connected do |ctx| ctx.client.send_msg_start_info ctx.cancel end ``` ### @data [Hash] This hash holds all the current data. They keys might vary depending on the current context. You can read and write those values. If you set an unused key the program will panic. **Example:** Here an example to see what keys you are given for a client info event. ```ruby client = TeeworldsClient.new client.on_client_info do |context| p context.data.keys # [:player, :chunk] end ``` Here an example to modify all incoming player info to rename all player objects to yee. Which is a bit weird but shows the power of the modding api. ```ruby client = TeeworldsClient.new client.on_client_info do |context| context.data[:player].name = 'yee' end ```