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SRegionScript

Index

Functions Index

Function

Properties Index

Property

Events Index

Event

Functions

Log

void Log (string message)

Log a message to console. (only works on preview grid)

Parameter
Type
Description

SubscribeToNetwork

void SubscribeToNetwork (string key)

Subscribe to network messages on "key".

Parameter
Type
Description

UnsubscribeFromNetwork

void UnsubscribeFromNetwork (string key)

Unsubscribe from network messages on "key".

Parameter
Type
Description

SendMessageToAllClientScripts

void SendMessageToAllClientScripts (string messageName, Table message)

Sends a network message to all client scripts.

Parameter
Type
Description

SendMessageToClientScripts

void SendMessageToClientScripts (ulong playerID, string messageName, Table message)

Sends a network message to a client script belonging to a specific player

Parameter
Type
Description

StartCoroutine

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.

Parameter
Type
Description

Properties

ScriptID

string ScriptID get

Returns a unique identifier of this script runtime. (can be found in "/list_scripts" window on preview.)

InstanceID

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.

RegionID

ulong RegionID get

Returns a unique identifier for the region. (Same ID seen in curator)

Scene

Scene get

Access to the SScene class methods and properties.

Database

Database get

Access to the SDatabase class methods and properties.

Math

Math get

Access to the SMath class methods and properties.

Shared

Shared get

Access to the SShared class methods and properties.

WebServices

WebServices get

Access to the SWebservice class methods and properties.

RuntimeType

string RuntimeType get

Returns "Server" if this script is a Server script

InEditor

bool InEditor get

Returns true if in Editor. (this will return false on server scripts)

TimeSinceAwake

float TimeSinceAwake get

Time, in seconds, since this script runtime has been awake.

DateTimeUTC

string DateTimeUTC get

Returns a string of the current Date/Time in UTC

LocalTimeUnix

int LocalTimeUnix get

Returns the current Unix time (in seconds) (same as ServerTimeUnix)

ServerTimeUnix

int ServerTimeUnix get

Returns the current Unix time (in seconds) (same as LocalTimeUnix)

Events

OnAvatarJoin

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.

OnAvatarLeave

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.

OnScriptServerMessage

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

SScene
SDatabase
SMath
SShared
SWebservice

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.Scene
Space.Database
Space.Math
Space.Shared
Space.WebServices
type = Space.RuntimeType
IsInEditor = Space.InEditor
SecondsAwake = 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)
end
function OnAvatarJoin(id)
  local numOfAvatars = Space.Scene.ConnectedAvatars
  Space.Log("Avatar with ID " .. id .. "has joined")
  Space.Log("Number of avatars connected: " .. numOfAvatars)
end
function OnAvatarLeave(playerID)
end
function OnAvatarLeave(id)
  local numOfAvatars = Space.Scene.ConnectedAvatars
  Space.Log("Avatar with ID " .. id .. "has left")
  Space.Log("Number of avatars connected: " .. numOfAvatars)
end
function 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)
DateTimeUTC
LocalTimeUnix
ServerTimeUnix