Skip to content

YbicG/EventHandler

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

9 Commits
 
 
 
 

Repository files navigation

Event Handler

The EventHandler module is designed to manage and facilitate communication between client and server in a Roblox game environment. It provides methods for firing events, connecting event handlers, and maintaining event usage queues.

Module Structure

The module consists of several components and functionalities:

Remote Events

Remote events are created and stored in the RemoteEvents table for communication between the client and server. There are two sets of events: MainEvent and BackupEvent, each with two variants (MainEvent and MainEvent2, BackupEvent and BackupEvent2). These events are responsible for transmitting data between the client and server.

Event Usage Tracking

The EventUsage table keeps track of how many times each event has been fired. If an event is fired too frequently (every 100 times), it switches to a backup event to prevent overwhelming the system. If all events are used up, the usage counters are reset.

Connected Clients

The ConnectedClients table keeps track of clients connected to specific events. When an event is received, it calls the appropriate event handlers for the connected clients.

Debugging

The DEBUG flag can be used to enable or disable debug information for event firing and client connections.

Public Interface

The following methods and properties are available for external use:

Properties

  • EventHandler.Events: A table containing event names. (Example: "TestEvent")

Methods

  • EventHandler:FireEvent(Event: string, ...)
  • EventHandler:FireBind(Event: string, ...)

Fires an event from the client or server, depending on the context. It ensures that events are fired within the usage limits and switches to backup events if necessary.

  • EventHandler.OnEvent:Connect(Event: string, callback: (Player, ...) -> ())

Connects a callback function to an event. When the specified event is received, the callback is invoked with the event data.

  • EventHandler.OnLocalEvent:Connect(Event: string, callback: (...) -> ())

Connects a callback function to an bindable event. When the specified event is received, the callback is invoked with the event data.

  • EventHandler:FireEventToClient(Event: string, player, ...)

Fires an event to a specific client. This method is intended for server use and follows the same event usage logic as FireEvent.

Example Usage

local EventHandler = require(path.to.EventHandler)

-- Connect a callback to an event on server
EventHandler.OnEvent:Connect(EventHandler.Events.TestEvent, function(player, data)
    print(player.Name .. " received TestEvent with data: " .. data)
end)

-- Connect a callback to an event on client
EventHandler.OnEvent:Connect(EventHandler.Events.TestEvent, function(data)
    print("Received TestEvent with data: " .. data)
end)

-- Connect a callback to an bindable event on client or server
EventHandler.OnLocalEvent:Connect(EventHandler.Events.TestEvent, function(data)
    print("Received TestEvent with data: " .. data)
end)

-- Fire an event from the client
EventHandler:FireEvent(EventHandler.Events.TestEvent, "Hello, world!")

-- Fire an event to all clients from the server
EventHandler:FireEvent(EventHandler.Events.TestEvent, "Hello, alll!")

-- Fire an event to a specific client from the server
local player = your.Player
EventHandler:FireEventToClient(EventHandler.Events.TestEvent, player, "Hello to you, client!")

-- Fire an bindable event from the client or server
EventHandler:FireBind(EventHandler.Events.TestEvent, "Hello, world!")```

About

Roblox LuaU module

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages