Documentation
Event Ambassador.DataReceived(player: Player, name: string, data: any)
Fires whenever any data is received from the client side.
Ambassador:Send(name: string, player: Player, data: any)
Sends data
to the client, retaining all of its functions and values. Note that values may be cached, so if the data is a reference (function, table, etc.), and its contents are updated but not the reference itself, it is important to clone it first before sending.
Ambassador:Await(name: string, player: Player, timeout: number = 30)
Receives data from the client, returning true, [data]
on success, and false, [error]
in the case of an error such as timing out.
Ambassador:Receive(name: string, player: Player, timeout: number = 30)
Receives data from the client, returning the resulting data in the case of success. In the case of an error, a Lua error is thrown. (Not recommended for use on the server)
Ambassador:Cleanup(player: Player)
Cleans up any Ambassador resources. If this function is not called, Ambassador will break upon the player's rejoining of the game.
Event Ambassador.DataReceived(name: string, data: any)
Fires whenever any data is received from the server side.
Ambassador:Send(name: string, data: any)
Sends data
to the server, retaining all of its functions and values. Note that values may be cached, so if the data is a reference (function, table, etc.), and its contents are updated but not the reference itself, it is important to clone it first before sending.
Ambassador:Await(name: string, timeout: number = 30)
Receives data from the server, returning true, [data]
on success, and false, [error]
in the case of an error such as timing out.
Ambassador:Receive(name: string, timeout: number = 30)
Receives data from the server, returning the resulting data in the case of success. In the case of an error, a Lua error is thrown. (Generally acceptable for use on the client, but use with caution)