@rbxts/tether
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A message-based networking solution for Roblox with automatic binary serialization and type validation
50 lines (49 loc) • 2.9 kB
TypeScript
import { ContextualEmitter } from "./contextual-emitter";
import type { BaseMessage, ClientMessageCallback, ClientFunctionMessageCallback } from "../structs";
export declare class ClientEmitter<MessageData> extends ContextualEmitter<MessageData> {
readonly context = "client";
readonly on: <K extends keyof MessageData>(this: ClientEmitter<MessageData>, message: K & BaseMessage, callback: ClientMessageCallback<MessageData[K]>) => () => void;
readonly once: <K extends keyof MessageData>(this: ClientEmitter<MessageData>, message: K & BaseMessage, callback: ClientMessageCallback<MessageData[K]>) => () => void;
/**
* Emits a message to a specific client or multiple clients
*
* @param player The player(s) to whom the message is sent
* @param message The message kind to be sent
* @param data The data associated with the message
* @param unreliable Whether the message should be sent unreliably
*/
emit<K extends keyof MessageData>(player: Player | Player[], message: K & BaseMessage, data?: MessageData[K], unreliable?: boolean): void;
/**
* Emits a message to all clients except the specified client(s)
*
* @param player The player(s) to whom the message is not sent
* @param message The message kind to be sent
* @param data The data associated with the message
* @param unreliable Whether the message should be sent unreliably
*/
emitExcept<K extends keyof MessageData>(player: Player | Player[], message: K & BaseMessage, data?: MessageData[K], unreliable?: boolean): void;
/**
* Emits a message to all connected clients
*
* @param message The message kind to be sent
* @param data The data associated with the message
* @param unreliable Whether the message should be sent unreliably
*/
emitAll<K extends keyof MessageData>(message: K & BaseMessage, data?: MessageData[K], unreliable?: boolean): void;
/**
* Sets a callback for a simulated remote function
*
* @returns A destructor function that disconnects the callback from the message
*/
setCallback<K extends keyof MessageData, R extends keyof MessageData>(message: K & BaseMessage, returnMessage: R & BaseMessage, callback: ClientFunctionMessageCallback<MessageData[K], MessageData[R]>): () => void;
/**
* Simulates a remote function invocation
*
* @param message The message kind to be sent
* @param returnMessage The message kind to be returned
* @param player The player to whom the function is sent
* @param data The data associated with the message
* @param unreliable Whether the message should be sent unreliably
*/
invoke<K extends keyof MessageData, R extends keyof MessageData>(message: K & BaseMessage, returnMessage: R & BaseMessage, player: Player, data?: MessageData[K], unreliable?: boolean): Promise<MessageData[R]>;
}