Network Functions

Network Functions

Network Functions allow for two-way client to server communication and follow a request and response format.

Network Functions

Overview

An example of when a RemoteFunction would be appropriate is a player requesting to open a loot crate. First the player tells the server the kind of crate it would like to open, and the server responds with what the player received.


Example Use Cases

Example
Explanation

Purchase Request

Client requests to purchase an item, server validates the transaction, client is notified of the result

Creating a Network Function

Like Network Signals, Network Functions can be created inside of any script. A NetworkFunction expects two generic parameters: a request type and response type.


Client -> Server -> Client

Firing a Network Function on the client

Listening to Network Functions on the server

SetCallback's first parameter is always the Player who fired the network function.


Server -> Client -> Server

Network Functions that originate on the server behave exactly the same.

NetworkFunctions are synchronous, the active thread will yield until the callback returns. Consider wrapping FireServer and FireClient calls inside of task.spawn to avoid interfering with the flow of your game.

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