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For Server-sided
.Server Create new Warp event.
(
Identifier: string,
rateLimit: {
maxEntrance: number,
interval: number,
}?
)local Remote = Warp.new("Remote"):Connect Connect event to receive incoming from client way.
(
player: Player,
callback: (...any) -> ()
): stringRemote:Connect(function(player, ...)
print(player, ...)
end):Once This function likely :Connect but it disconnect the event once it fired.
(
player: Player,
callback: (...any) -> ()
)Remote:Once(function(player, ...)
print(player, ...)
end):Disconnect Disconnect the event connection.
(
key: string
)local connection = Remote:Connect(function(player, ...) end) -- store the key
Remote:Disconnect(connection):DisconnectAll Disconnect All the event connection.
Remote:DisconnectAll():Fire Fire the event to a client.
(
reliable: boolean,
player: Player,
...: any
)Remote:Fire(true, player, "Hello World!")Fire the event to all clients.
(
reliable: boolean,
...: any
)Remote:Fires(true, "Hello World!"):Invoke Semiliar to :InvokeClient, its for Invoke to a client.
(
timeout: number,
player: Player,
...: any
) -> (...any)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.
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.
Remote:Destroy()