Network

A userdata object representing a network object.

Network is used for sending data between scripts running on server and client. This allows the server to call a function on the client with optional arguments, and vice versa.

Note: A network object is accessable via self.network in scripted shapes (see ShapeClass).

Warning: Network allows any Lua data to be sent between the host and other players in real-time. This may result in high latency and lag in multiplayer. To avoid lag and minimize bandwidth usage, consider only sending data when necessary, when data has changed, and attempt to send as little amount of data as possible.

Server-only

sendToClient

network:sendToClient( player, callbackMethod, args )

Sends a network event from the server to a client. This will run the callback method on the client with optional arguments.

Parameters:

Name Type Description
network Network The network.
player Player The client player (or the host).
callbackMethod string The client function name.
args (optional) any Optional arguments to be sent to the client.

sendToClients

network:sendToClients( callbackMethod, args )

Sends a network event from the server to all clients. This will run the callback method on every client with optional arguments.

-- Example of calling client function over network
function MyHorn.server_onSledgehammer( self, position, player ) 
    self.network:sendToClients( 'client_hit', position )
end

function MyHorn.client_hit( self, position ) 
    -- Play sound
    sm.audio.play( 'Horn', position )
end

Parameters:

Name Type Description
network Network The network.
callbackMethod string The client function name.
args (optional) any Optional arguments to be sent to the client.

setClientData

network:setClientData( data, channel )

Sets a lua object that will automatically be synchronized to clients.

Scripts which use this feature needs to implement 'client_onClientDataUpdate'.

'client_onClientDataUpdate' will be called on the client whenever the data has changed,

including setting the data for the first time.

Channel 1 will be received before channel 2 if both are updated.

-- Example:
function MyEngine.server_onCreate( self )
    self.network:setClientData( { "gear" = 1 } )
end
function MyEngine.client_onClientDataUpdate( self, data, channel )
    if channel == 1 then
        self.interactable:setPoseWeight( 0, data.gear / self.maxGears )
    end
end

Parameters:

Name Type Description
network Network The network.
data any Persistent data to be synchronized with existing and new clients.
channel (optional) integer Client data channel, 1 to 4 (Optional) (Defaults to 1)

Client-only

sendToServer

network:sendToServer( callbackMethod, args )

Sends a network event from the client to the server. This will run the callback method on the server with optional arguments.

-- Example of calling server function over network, called function receives the optional argument and the sending player
function MySwitch.client_onInteract( self ) 
    self.network:sendToServer( 'server_setSwitch', { active = true } )
end

function MySwitch.server_setSwitch( self, args, player ) 
    -- Set state of switch
    self.interactable.active = args.active
end

Parameters:

Name Type Description
network Network The network.
callbackMethod string The server function name.
args (optional) any Optional arguments to be sent to the server.