Class Common.NetMessage

Network Message Builder class.

Used to builds network messages that will be sent from server to client(s).

Data Structures

.netMessageArgumentProperty The net message argument properties.

Tables

Common.NetMessage.MSG Network message destination types.
Common.NetMessage.TYPE Network message types.
Common.NetMessage.ARGFORMAT Argument formats.

Fields

Common.NetMessage.name Name of this network message.

Methods

Common.NetMessage:Create (name) Constructs a network message.
Common.NetMessage:IsRegistered ([name]) Checks whether the network message is registered.
Common.NetMessage:Register ([...]) Registers the network message into Common.NetMessage.TYPE table.
Common.NetMessage:Unregister ([name]) Unregisters the network message from Common.NetMessage.TYPE table.
Common.NetMessage:ToString () Returns the name of this network message.
Common.NetMessage:ToFormatType (FormatType, Value) Converts a value into a proper data type value.

Event Callbacks

Common.NetMessage:OnSent (args) Called when this network message is sent to client.
Common.NetMessage:OnReceived (args) Called when this network message is received from server.

Metamethods

Common.NetMessage.__index Base class.
Common.NetMessage.__tostring Returns the name of this network message.


Data Structures

.netMessageArgumentProperty
The net message argument properties.
  • value anything The argument value.
  • format string The argument format/datatype.

Tables

Common.NetMessage.MSG
Network message destination types.

Fields:

  • BROADCAST Same as ALL unreliable to all.
  • ONE reliable to one (msg_entity).
  • ALL reliable to all.
  • INIT Unsupported write to the init string.
  • PVS Unsupported Ents in PVS of org.
  • PAS Unsupported Ents in PAS of org.
  • PVS_R Unsupported Reliable to PVS.
  • PAS_R Unsupported Reliable to PAS.
  • ONE_UNRELIABLE Same as ONE Send to one client, got don't put in reliable stream, put in unreliable datagram ( could be dropped ).
  • SPEC Unsupported Sends to all spectator proxies.

See also:

Common.NetMessage.TYPE
Network message types.

Fields:

  • SHOWMENU This message displays a "menu" to a player (text on the left side of the screen).
  • SCREENFADE This message fades the screen.
  • BARTIME This message draws a HUD progress bar which is filled from 0% to 100% for the time Duration seconds. Once the bar is fully filled it will be removed from the screen automatically.
  • BARTIME2 The message is the same as BarTime, but StartPercent specifies how much of the bar is (already) filled.
  • TE_TEXTMESSAGE This message draws a HUD text message.

See also:

Common.NetMessage.ARGFORMAT
Argument formats.

Fields:

  • BYTE Unsigned char
  • CHAR Signed char.
  • SHORT Signed short.
  • LONG Signed long.
  • ANGLE Float in signed char form.
  • FLOAT Float.
  • VECTOR Vector string.
  • STRING String.
  • NUMBER Lua number.

Fields

Common.NetMessage.name
Name of this network message.

Methods

Common.NetMessage:Create (name)
Constructs a network message.

Note: This will not register the network message.

Parameters:

  • name string The name of this network message.

Returns:

    Common.NetMessage The new network message.

See also:

Usage:

    local myMsg = Common.NetMessage:Create( "MyNetMessage" );
Common.NetMessage:IsRegistered ([name])
Checks whether the network message is registered.

Parameters:

  • name string The network message name. (optional)

Returns:

    bool Returns true if already registered.
Common.NetMessage:Register ([...])
Registers the network message into Common.NetMessage.TYPE table.

The table index will be formatted as upper-case string.

Parameters:

  • ... Arguments will be passed to constructs a new network message. (optional)

Returns:

    Common.NetMessage This network message.

See also:

Usage:

    local myMsg = Common.NetMessage:Register( "MyNetMessage" );
    print( Common.NetMessage.TYPE.MYNETMESSAGE:ToString() ); -- print "MyNetMessage".
    print( myMsg:ToString() ); -- also print "MyNetMessage".
Common.NetMessage:Unregister ([name])
Unregisters the network message from Common.NetMessage.TYPE table.

Parameters:

  • name string The network message name. (optional)

Returns:

    Common.NetMessage This network message.

Usage:

    -- you can do this,
    myMsg:Unregister();
    -- or you can do this,
    Common.NetMessage:Unregister( "MyNetMessage" );
    -- but not doing both!
Common.NetMessage:ToString ()
Returns the name of this network message.

Returns:

    string The name of this network message.
Common.NetMessage:ToFormatType (FormatType, Value)
Converts a value into a proper data type value.

Parameters:

Returns:

    anything or nil Returns a proper value. | Returns nil if invalid format type.

See also:

Event Callbacks

Common.NetMessage:OnSent (args)
Called when this network message is sent to client.

Note: This event is called in Game module.

Note: This event is using Hook management.

Parameters:

See also:

Usage:

    local myMsg = Common.NetMessage:Register( "MyNetMessage" );
    function myMsg:OnSent (args, format)
      print (self.name .. 'is sent!' );
    end
Common.NetMessage:OnReceived (args)
Called when this network message is received from server.

Note: This event is called in UI module.

Note: This event is using Hook management.

Parameters:

See also:

Usage:

    local myMsg = Common.NetMessage:Register( "MyNetMessage" );
    function myMsg:OnReceived (args, format)
      print (self.name .. 'is received!' );
    end

Metamethods

Common.NetMessage.__index
Base class.
Common.NetMessage.__tostring
Returns the name of this network message.
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