void Log (string message)
Log a message to console. (only works on preview grid)
void SubscribeToNetwork (string key)
Subscribe to network messages on "key".
void UnsubscribeFromNetwork (string key)
Unsubscribe from network messages on "key".
void SendMessageToAllClientScripts (string messageName, Table message)
Sends a network message to all client scripts.
void SendMessageToClientScripts (ulong playerID, string messageName, Table message)
Sends a network message to a client script belonging to a specific player
void StartCoroutine (DynValue coroutine, DynValue parameter=default(DynValue)) void StartCoroutine (string name, DynValue parameter=default(DynValue))
Runs the given function as a coroutine. A parameter is optional.
string ScriptID get
Returns a unique identifier of this script runtime. (can be found in "/list_scripts" window on preview.)
uint InstanceID get
Returns a unique identifier for the instance of the region. Useful in the case of multiple shards/instances being used. InstanceID does not necessarily equal to the RegionID, even if there's only one instance running.
ulong RegionID get
Returns a unique identifier for the region. (Same ID seen in curator)
Scene get
Access to the SScene class methods and properties.
Database get
Access to the SDatabase class methods and properties.
Math get
Access to the SMath class methods and properties.
Shared get
Access to the SShared class methods and properties.
WebServices get
Access to the SWebservice class methods and properties.
string RuntimeType get
Returns "Server" if this script is a Server script
bool InEditor get
Returns true if in Editor. (this will return false on server scripts)
float TimeSinceAwake get
Time, in seconds, since this script runtime has been awake.
string DateTimeUTC get
Returns a string of the current Date/Time in UTC
int LocalTimeUnix get
Returns the current Unix time (in seconds) (same as ServerTimeUnix)
int ServerTimeUnix get
Returns the current Unix time (in seconds) (same as LocalTimeUnix)
Action< int > OnAvatarJoin
An event function which will be called whenever an Avatar joins and will also contain the Avatar's ID as a parameter.
Action< int > OnAvatarLeave
An event function which will be called whenever an Avatar leaves and will also contain the Avatar's ID as a parameter.
Action< string, Table > OnScriptServerMessage
An event function which will be called whenever the server script receives a Network Message, and will contain the network message key String and message Table as a parameter.
int get
int get
void Log (string message)
void SubscribeToNetwork (string key)
void UnsubscribeFromNetwork (string key)
void SendMessageToAllClientScripts (string messageName, Table message)
void SendMessageToClientScripts (ulong playerID, string messageName, Table message)
void StartCoroutine (DynValue coroutine, DynValue parameter=default(DynValue)) void StartCoroutine (string name, DynValue parameter=default(DynValue))
string ScriptID get
uint InstanceID get
ulong RegionID get
SScene Scene get
SDatabase Database get
SMath Math get
SShared Shared get
SWebservice WebServices get
string RuntimeType get
bool InEditor get
float TimeSinceAwake get
Action< int > OnAvatarJoin
Action< int > OnAvatarLeave
Action< string, Table > OnScriptServerMessage
string get
Space.Log("Log")--Clicking the object will make the server script log "Test Message" on all clients
--server script
function OnScriptServerMessage(key, table)
if key == "testKey" then
Space.Log("Message:" .. table[1])
end
end
--client script
thisObject = Space.Host.ExecutingObject
OnClickFunction = function()
Space.Network.SendNetworkMessage("testKey",{"Test Message"})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)Space.SubscribeToNetwork("thekey")Space.UnsubscribeFromNetwork("thekey")Space.SendMessageToAllClientScripts("thekey",{"themessage"})--Clicking the object by a single client will send a message to the server which triggers a message response to all clients
--server script--
function OnScriptServerMessage(key, table)
if key == "testKey" then
Space.SendMessageToAllClientScripts("ServerResponse",{"message response to all client scripts in region that are subscribed to this key"})
end
end
--client script--
thisObject = Space.Host.ExecutingObject
OnClickFunction = function()
Space.Network.SendNetworkMessage("testKey",{"Test Message"})
end
OnReceiveFunction = function(SNetworkMessage)
Space.Log(SNetworkMessage.Key)
Space.Log(SNetworkMessage.Message[1])
end
Space.Network.SubscribeToNetwork("ServerResponse", OnReceiveFunction)
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)Space.SendMessageToClientScripts(playerID,"thekey",{"themessage"})--Clicking the object by a single client will send a message to the server which triggers...
--a message response only to that specific client
--server script--
function OnScriptServerMessage(key, table)
if key == "testKey" then
local sender = table[2]
Space.SendMessageToClientScripts(sender,"ServerResponse",{"a message response to the clicker's client script in region that is subscribed to this key"})
end
end
--client script--
thisObject = Space.Host.ExecutingObject
OnClickFunction = function()
id = Space.Scene.PlayerAvatar.ID
Space.Network.SendNetworkMessage("testKey",{"Test Message", id})
end
OnReceiveFunction = function(SNetworkMessage)
Space.Log(SNetworkMessage.Key)
Space.Log(SNetworkMessage.Message[1])
end
Space.Network.SubscribeToNetwork("ServerResponse", OnReceiveFunction)
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)Space.StartCoroutine(AFunctionName)--Clicking the object on client will trigger a 3 second countdown on server script using coroutine
--server script--
function OnScriptServerMessage(key, table)
if key == "testKey" and table[1] == "Timer" then
Space.StartCoroutine(TimerCoroutine)
end
end
function TimerCoroutine()
local time = 0
while time < 3 do
Space.Log(3-time)
time = time + 1
coroutine.yield(1)
end
end
--client script--
thisObject = Space.Host.ExecutingObject
function OnClickFunction()
Space.Network.SendNetworkMessage("testKey",{"Timer"})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)scriptID = Space.ScriptID--Clicking the object on client will make the server script log it's ScriptID
--server script--
function OnScriptServerMessage(key, table)
if key == "testKey" and table[1] == "ScriptID" then
Space.Log(Space.ScriptID)
end
end
--client script--
thisObject = Space.Host.ExecutingObject
function OnClickFunction()
Space.Network.SendNetworkMessage("testKey",{"ScriptID"})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)instance = Space.InstanceID--Clicking the object on client will make the server script log only...
--if it's instanceID matches with client's instanceID
--server script--
function OnScriptServerMessage(key, table)
local instanceID = Space.InstanceID
if key == "testKey" and table[1] == "ScriptID" and table[2] == instanceID then
Space.Log(instanceID)
end
end
--client script--
thisObject = Space.Host.ExecutingObject
function OnClickFunction()
local instanceID = Space.Scene.InstanceID
Space.Network.SendNetworkMessage("testKey",{"ScriptID", instanceID})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)region = Space.RegionID--Clicking the object on client will make the server script log only...
--if it's RegionID matches with client's RegionID
--server script--
function OnScriptServerMessage(key, table)
local RegionID = Space.RegionID
if key == "testKey" and table[1] == "ScriptID" and table[2] == RegionID then
Space.Log(RegionID)
end
end
--client script--
thisObject = Space.Host.ExecutingObject
function OnClickFunction()
local RegionID = Space.Scene.RegionID
Space.Network.SendNetworkMessage("testKey",{"ScriptID", RegionID})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)Space.SceneSpace.DatabaseSpace.MathSpace.SharedSpace.WebServicestype = Space.RuntimeTypeIsInEditor = Space.InEditorSecondsAwake = Space.TimeSinceAwake--Clicking the object will make the server script log it's TimeSinceAwake on all clients
--server script
function OnScriptServerMessage(key, table)
if key == "testKey" and table[1] == "TimeSinceAwake" then
Space.Log(Space.TimeSinceAwake)
end
end
--client script
thisObject = Space.Host.ExecutingObject
OnClickFunction = function()
Space.Network.SendNetworkMessage("testKey",{"TimeSinceAwake"})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)DateAndTime = Space.DateTimeUTC--Clicking the object will make the server script log it's DateTimeUTC on all clients
--server script
function OnScriptServerMessage(key, table)
if key == "testKey" and table[1] == "DateTimeUTC" then
Space.Log(Space.DateTimeUTC)
end
end
--client script
thisObject = Space.Host.ExecutingObject
OnClickFunction = function()
Space.Network.SendNetworkMessage("testKey",{"DateTimeUTC"})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)unixtime = Space.LocalTimeUnix--Clicking the object will make the server script log it's LocalTimeUnix on all clients
--server script
function OnScriptServerMessage(key, table)
if key == "testKey" and table[1] == "LocalTimeUnix" then
Space.Log(Space.LocalTimeUnix)
end
end
--client script
thisObject = Space.Host.ExecutingObject
OnClickFunction = function()
Space.Network.SendNetworkMessage("testKey",{"LocalTimeUnix"})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)unixtime = Space.ServerTimeUnix--Clicking the object will make the server script log it's ServerTimeUnix on all clients
--server script
function OnScriptServerMessage(key, table)
if key == "testKey" and table[1] == "ServerTimeUnix" then
Space.Log(Space.ServerTimeUnix)
end
end
--client script
thisObject = Space.Host.ExecutingObject
OnClickFunction = function()
Space.Network.SendNetworkMessage("testKey",{"ServerTimeUnix"})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)function OnAvatarJoin(playerID)
endfunction OnAvatarJoin(id)
local numOfAvatars = Space.Scene.ConnectedAvatars
Space.Log("Avatar with ID " .. id .. "has joined")
Space.Log("Number of avatars connected: " .. numOfAvatars)
endfunction OnAvatarLeave(playerID)
endfunction OnAvatarLeave(id)
local numOfAvatars = Space.Scene.ConnectedAvatars
Space.Log("Avatar with ID " .. id .. "has left")
Space.Log("Number of avatars connected: " .. numOfAvatars)
endfunction OnScriptServerMessage(key, table)
theKeyString = key
theSNetworkMessageTable = table
end--Clicking the object will make the server script log "Test Message" on all clients
--server script
function OnScriptServerMessage(key, table)
if key == "testKey" then
Space.Log("Message:" .. table[1])
end
end
--client script
thisObject = Space.Host.ExecutingObject
OnClickFunction = function()
Space.Network.SendNetworkMessage("testKey",{"Test Message"})
end
thisObject.AddClickable()
thisObject.Clickable.OnClick(OnClickFunction)