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Found 3 results

  1. Hi Folks! May I present to you: - A GTAV multiplayer RPC library What is this all about? V-RPC introduces synchronous calls to RageMP - whether it is the server, the client or the cef framework that communicates with one another - it doesn't matter! Synchronous calls in that sense mean, for example, sending a request from client to server expecting the server to return a result. Though, there are already libraries that provide synchronous calls, V-RPC comes with C# and Angular 8+ (CEF) support out-of-the-box. One of the key points for developing this library is to provide synchronous calls in different languages among different endpoints in the GTAV multiplayer ecosystem. Why should you use V-RPC? V-RPC is easy to use and comes as an NPM package. Considering the browser V-RPC can also be used using a single file. V-RPC comes with many great features: Middleware support for incoming requests Currently C# and JavaScript/TypeScript support Templating in both languages Optional parallelization of incoming requests in C# Out-of-the-box Angular 8+ framework support Open Source? I love it! V-RPC is Open Source software! The sauce can be found here: https://github.com/eisengrind/v-rpc I appreciate any contributions to the project. Latest versions: C#: https://www.nuget.org/packages/Eisengrind.VRPC.RageMP.Server/2.0.0 JS: https://www.npmjs.com/package/@eisengrind/v-rpc Angular 8+: https://www.npmjs.com/package/@eisengrind/ng-v-rpc Hope you like it! Have a great Weekend. 😉
  2. Hello! Asynchronous Javascript Communication is a module to allow easy communication between server, client and CEF/browser. This module lets you call server handlers from clients (and vice versa) without dealing with adding and managing custom event handlers. You can easily call a handler and get your callback called as soon as everything is returned from the handler in a promise like way! Let's see how it works in action: // server side const ajcom = require("./ajcom") ajcom.register("getServerName", hCtx => { return mp.config.name }) // client side const ajcom = require("./[package name]/ajcom.js") mp.events.add("guiReady", () => { ajcom.callServer("getServerName").then((ctx, serverName) => { mp.gui.chat.push(`Welcome to ${serverName} ragemp server!`) }) }) That's all! Not convinced yet? See how the above code is done without ajcom: // server side mp.events.add("getServerName", (player) => { player.call("gotServerName", [mp.config.name]) }) // client side mp.events.add("gotServerName", (serverName) => { mp.gui.chat.push(`Welcome to ${serverName} ragemp server!`) }) mp.events.add("guiReady", () => { mp.events.callRemote("getServerName") }) See? It eases the event handling mess. But there's a lot more to ajcom. You can easily handle errors happening on handler's side or any of the callbacks, set delays and other stuff. The full documentation is available here and you can grab the module from here Github repo Changelog v1.9.6 (2018/3/7) added jsdocs for constructors added separate enums and classes for types used as parameters added noPostback flag added flags for handlers added special handlers (hooks) for server side handlers getting called added the ability to broadcast a call to all or specific clients added cef support added cross side logging fixed calling a handler with triggerDelay not being called fixed data.source and data.target having wrong values change the namespace so that users can use enums and classes v1.1.3 (2018/2/25) added jsdocs changed event handling codes fixed client > client call fixed some possible crashes (fake client calling server) v1.0.0 (2018/2/15): Initial release!
  3. Version 1.9.6

    87 downloads

    This library is discontinued and lacks some features. I'm working on a new remote call library which is faster and more secure Asynchronous Javascript Communication is a module to allow easy communication between server, client and CEF/browser. This module lets you call server handlers from clients (and vice versa) without dealing with adding and managing custom event handlers. You can easily call a handler and get your callback called as soon as everything is returned from the handler in a promise like way! Let's see how it works in action: // server side const ajcom = require("./ajcom") ajcom.register("getServerName", hCtx => { return mp.config.name }) // client side const ajcom = require("./[package name]/ajcom.js") mp.events.add("guiReady", () => { ajcom.callServer("getServerName").then((ctx, serverName) => { mp.gui.chat.push(`Welcome to ${serverName} ragemp server!`) }) }) That's all! Not convinced yet? See how the above code is done without ajcom: // server side mp.events.add("getServerName", (player) => { player.call("gotServerName", [mp.config.name]) }) // client side mp.events.add("gotServerName", (serverName) => { mp.gui.chat.push(`Welcome to ${serverName} ragemp server!`) }) mp.events.add("guiReady", () => { mp.events.callRemote("getServerName") }) See? It eases the event handling mess. But there's a lot more to ajcom. You can easily handle errors happening on handler's side or any of the callbacks, set delays and other stuff. The full documentation is available here Please post your questions and issues to the forum post Github repo
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