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**rage-eventbus** simplifies two-way communication between the RAGE Multiplayer server, client, and browser instances.
It can be used as a full-on replacement for RAGE's built-in `mp.events` API, providing consistency and clarity.
**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.
---
@ -7,31 +6,31 @@ It can be used as a full-on replacement for RAGE's built-in `mp.events` API, pro
### Server to Client
**Situation:** The server wants to ask a specific player if they are currently running.
**Situation:** The server wants to ask a specific player if they are currently climbing anything.
##### Client-side
```javascript
const rpc = require('rage-rpc');
rpc.register('getIsClimbing', () => mp.players.local.isClimbing());
```
##### Server-side
```javascript
const rbus = require('rage-eventbus');
const rpc = require('rage-rpc');
const player = mp.players.at(0); // or any player object
const player = mp.players.at(0);
rbus.sendClient(player, 'getIsRunning').then(running => {
if(running){
console.log('The player is running!');
rpc.callClient(player, 'getIsClimbing').then(climbing => {
if(climbing){
console.log('The player is climbing!');
}else{
console.log('The player is not running!');
console.log('The player is not climbing!');
}
});
// or even just this inside an async function:
const isRunning = await rbus.sendClient(player, 'getIsRunning');
```
##### Client-side
```javascript
const rbus = require('rage-eventbus');
rbus.on('getIsRunning', () => mp.players.local.isRunning);
const isClimbing = await rpc.callClient(player, 'getIsClimbing');
```
**_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.
@ -42,30 +41,71 @@ rbus.on('getIsRunning', () => mp.players.local.isRunning);
**Situation:** A CEF instance wants a list of all vehicle license plates directly from the server.
##### Browser
##### Server-side
```javascript
const rbus = require('rage-eventbus');
constrpc = require('rage-rpc');
rbus.sendServer('getAllLicensePlates').then(plates => {
alert(plates.join(', '));
});
rpc.register('getAllLicensePlates', () => mp.vehicles.toArray().map(vehicle => vehicle.numberPlate));
```
##### Client-side
```javascript
// even if not using rbus on the client, it must be required somewhere before CEF can send any events
require('rage-eventbus');
// even if not using RPC on the client, it must be required somewhere before CEF can send any events
require('rage-rpc');
```
##### Server-side
##### Browser
```javascript
const rbus = require('rage-eventbus');
const rpc = require('rage-rpc');
rbus.on('getAllLicensePlates', () => {
return mp.vehicles.toArray().map(vehicle => vehicle.plate);
rpc.callServer('getAllLicensePlates').then(plates => {
alert(plates.join(', '));
});
```
With `rage-eventbus`, CEF can directly communicate with the server and vice-versa.
With `rage-rpc`, CEF can directly communicate with the server and vice-versa, without having to pass everything through the client-side JS.
###### 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.
###### 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.
---
### Client to Server
**Situation:** Give the clients/CEF the ability to log to the server's console.
##### Server-side
```javascript
const rpc = require('rage-rpc');
rpc.register('log', (message, info) => {
/*
the second argument, info, gives information about the request such as
- the internal ID of the request
- the environment in which the request was sent (server, client, or cef)
- the player who sent the request, if any
*/
console.log(info.player.name+': '+message);
});
```
##### Client-side OR Browser
```javascript
const rpc = require('rage-rpc');
function log(message){
return rpc.callServer('log', message);
}
// send it and forget it
log("Hello, Server!");
// send it again, but make sure it was successfully received
log("Hello again!").then(() => {
// the server acknowledged and processed the message
}).catch(() => {
// the message either timed out or the procedure was never registered
});
```
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.