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README.md
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README.md
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**rage-eventbus** simplifies two-way communication between the RAGE Multiplayer server, client, and browser instances.
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It can be used as a full-on replacement for RAGE's built-in `mp.events` API, providing consistency and clarity.
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**rage-rpc** simplifies two-way communication between the RAGE Multiplayer server, client, and browser instances by providing a easy to use API for calling remote code and expecting results.
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---
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@ -7,31 +6,31 @@ It can be used as a full-on replacement for RAGE's built-in `mp.events` API, pro
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### Server to Client
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**Situation:** The server wants to ask a specific player if they are currently running.
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**Situation:** The server wants to ask a specific player if they are currently climbing anything.
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##### Client-side
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```javascript
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const rpc = require('rage-rpc');
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rpc.register('getIsClimbing', () => mp.players.local.isClimbing());
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```
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##### Server-side
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```javascript
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const rbus = require('rage-eventbus');
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const rpc = require('rage-rpc');
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const player = mp.players.at(0); // or any player object
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const player = mp.players.at(0);
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rbus.sendClient(player, 'getIsRunning').then(running => {
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if(running){
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console.log('The player is running!');
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rpc.callClient(player, 'getIsClimbing').then(climbing => {
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if(climbing){
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console.log('The player is climbing!');
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}else{
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console.log('The player is not running!');
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console.log('The player is not climbing!');
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}
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});
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// or even just this inside an async function:
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const isRunning = await rbus.sendClient(player, 'getIsRunning');
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```
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##### Client-side
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```javascript
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const rbus = require('rage-eventbus');
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rbus.on('getIsRunning', () => mp.players.local.isRunning);
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const isClimbing = await rpc.callClient(player, 'getIsClimbing');
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```
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**_That's it!_** No extra code to sort out who is asking for what, or setting up multiple events on each side just to send a single piece of data back to the caller.
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@ -42,30 +41,71 @@ rbus.on('getIsRunning', () => mp.players.local.isRunning);
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**Situation:** A CEF instance wants a list of all vehicle license plates directly from the server.
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##### Browser
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##### Server-side
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```javascript
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const rbus = require('rage-eventbus');
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constrpc = require('rage-rpc');
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rbus.sendServer('getAllLicensePlates').then(plates => {
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alert(plates.join(', '));
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});
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rpc.register('getAllLicensePlates', () => mp.vehicles.toArray().map(vehicle => vehicle.numberPlate));
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```
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##### Client-side
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```javascript
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// even if not using rbus on the client, it must be required somewhere before CEF can send any events
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require('rage-eventbus');
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// even if not using RPC on the client, it must be required somewhere before CEF can send any events
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require('rage-rpc');
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```
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##### Server-side
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##### Browser
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```javascript
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const rbus = require('rage-eventbus');
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const rpc = require('rage-rpc');
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rbus.on('getAllLicensePlates', () => {
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return mp.vehicles.toArray().map(vehicle => vehicle.plate);
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rpc.callServer('getAllLicensePlates').then(plates => {
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alert(plates.join(', '));
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});
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```
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With `rage-eventbus`, CEF can directly communicate with the server and vice-versa.
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With `rage-rpc`, CEF can directly communicate with the server and vice-versa, without having to pass everything through the client-side JS.
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###### In vanilla RAGE, you would have to set up multiple events for sending/receiving on the client-side, call them from CEF, then resend the data to the server and back. It's a hassle.
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###### In vanilla RAGE, you would have to set up multiple events for sending/receiving on the client-side, call them from CEF, then resend the data to the server and back. It's a huge hassle.
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---
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### Client to Server
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**Situation:** Give the clients/CEF the ability to log to the server's console.
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##### Server-side
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```javascript
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const rpc = require('rage-rpc');
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rpc.register('log', (message, info) => {
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/*
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the second argument, info, gives information about the request such as
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- the internal ID of the request
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- the environment in which the request was sent (server, client, or cef)
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- the player who sent the request, if any
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*/
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console.log(info.player.name+': '+message);
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});
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```
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##### Client-side OR Browser
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```javascript
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const rpc = require('rage-rpc');
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function log(message){
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return rpc.callServer('log', message);
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}
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// send it and forget it
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log("Hello, Server!");
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// send it again, but make sure it was successfully received
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log("Hello again!").then(() => {
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// the server acknowledged and processed the message
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}).catch(() => {
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// the message either timed out or the procedure was never registered
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});
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```
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Note that once any side of the game registers a procedure, any context can immediately start accessing it. You could call `rpc.callServer('log', message);` from any CEF instance or anywhere in the client without any further setup.
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