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# Server ​

For Server-sided

## `.Server` ​

Create new Warp event.

VariableExample
lua

    (
    	Identifier: string,
    	rateLimit: {
    		maxEntrance: number,
    		interval: number,
    	}?
    )

lua

    local Remote = Warp.new("Remote")

## `:Connect` ​

Connect event to receive incoming from client way.

VariableExample
lua

    (
    	player: Player,
    	callback: (...any) -> ()
    ): string

lua

    Remote:Connect(function(player, ...)
    	print(player, ...)
    end)

## `:Once` ​

This function likely `:Connect` but it disconnect the event once it fired.

VariableExample
lua

    (
    	player: Player,
    	callback: (...any) -> ()
    )

lua

    Remote:Once(function(player, ...)
    	print(player, ...)
    end)

## `:Disconnect` ​

Disconnect the event connection.

VariableExample
lua

    (
    	key: string
    )

lua

    local connection = Remote:Connect(function(player, ...) end) -- store the key

    Remote:Disconnect(connection)

## `:DisconnectAll` ​

Disconnect All the event connection.

lua

    Remote:DisconnectAll()

## `:Fire` ​

Fire the event to a client.

VariableExample
lua

    (
    	reliable: boolean,
        player: Player,
    	...: any
    )

lua

    Remote:Fire(true, player, "Hello World!")

## `:Fires` Server Only ​

Fire the event to all clients.

VariableExample
lua

    (
    	reliable: boolean,
    	...: any
    )

lua

    Remote:Fires(true, "Hello World!")

## `:Invoke` ​

Semiliar to `:InvokeClient`, its for Invoke to a client.

VariableExample
lua

    (
    	timeout: number,
        player: Player,
    	...: any
    ) -> (...any)

lua

    local Request = Remote:Invoke(2, player, "Hello World!")

WARNING

This function is yielded, once it timeout it will return nil.

## `:Wait` ​

Wait the event being triggered.

lua

    Remote:Wait()

WARNING

This function is yielded, Invoke might also ping this one and also causing error.

## `:Destroy` ​

Disconnect all connection of event and remove the event from Warp.

lua

    Remote:Destroy()