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Lua/Tutorials/Server-client communication

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The only way to communicate from server to client and vice versa is using the Network class.


This simple example will print a message on any client that joins. We will use the functions Network:Send and Network:Subscribe.

message = "Default message"
function RenderMessage()
	Render:DrawText(Render.Size / 2, message, Color(255, 255, 255))
Events:Subscribe("Render", RenderMessage)
function ClientFunction(sentMessage)
	message = sentMessage
-- Subscribe ClientFunction to the network event "Test".
Network:Subscribe("Test", ClientFunction)
function ServerFunction(args)
	-- Call the network event "Test" for this player. The argument is a string.
	Network:Send(args.player, "Test", "Hello, client!")
Events:Subscribe("ClientModuleLoad", ServerFunction)

The ClientModuleLoad event is called on the server when all of a client's scripts are loaded, usually right after they join (or when a module is reloaded). This is a good time to send the client network messages. Otherwise, if you try to use Network:Send on the PlayerJoin event, their scripts may not have subscribed to the network event yet, and nothing will appear to happen.

More information

Network events are restricted to the same module.

The client can use Network:Send just like the server can, it works exactly the same. With one difference: server functions that are subscribed to a network event have a second argument, the Player who sent the network event.

See also

Lua/Tutorials/Intermediate/A tank that shoots tanks