72 lines
2.0 KiB
Markdown
72 lines
2.0 KiB
Markdown
**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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---
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## Examples
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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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##### Server-side
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```javascript
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const rbus = require('rage-eventbus');
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const player = mp.players.at(0); // or any player object
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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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}else{
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console.log('The player is not running!');
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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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```
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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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---
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### CEF to Server
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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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```javascript
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const rbus = require('rage-eventbus');
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rbus.sendServer('getAllLicensePlates').then(plates => {
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alert(plates.join(', '));
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});
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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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```
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##### Server-side
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```javascript
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const rbus = require('rage-eventbus');
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rbus.on('getAllLicensePlates', () => {
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return mp.vehicles.toArray().map(vehicle => vehicle.plate);
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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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###### 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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