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Initializes Patchwire-GM. Run this before any other script for networking.
Optionally, provide a timeout in milliseconds, and if you want the connection to be blocking or not. Specifying false
for optionalBlocking
will connect to the server in the background.
A successful connection fires a "connected"
event. A failed connection fires a "connectFailed"
event.
Connects to the given server/port. Upon a successful connection, a "connected"
command is received.
Run this function in your networking controller's Async - Networking
event to enable networking.
Adds a command handler to Patchwire-GM which will run when the given command type is received. The script is passed a ds_map
of the incoming data.
NOTE: Your handler scripts do not need to clean up the data
ds_map
. Patchwire handles this for you.
Initializes a command to be sent to the server. Returns a ds_map
which you can add more data to.
Sends the given command to the server. If no arguments are provided, sends the most recently created command. PreventDestroy
can be set to true
to prevent Patchwire from cleaning up the command map after sending it.
This event is fired when a successful connection is made.
This event is fired when the client is disconnected from the server.
This event is fired when the connection to the server times out.
The following global variables are set by Patchwire-GM. These are read-only, setting them may break your game.
true
when connected to the server, false
otherwise.
The underlying network socket that Patchwire is listening on.
The ds_map that contains all the handlers for networking events.
NOTE: These are for internal use, and should probably never be used otherwise