Knight Remotes API

KnightRemotes API Documentation - Version 1.0.4

The KnightRemotes module provides a robust framework for managing remote events and functions across the client and server in the Knight framework. This module handles remote creation, firing, middleware management, and connection, ensuring efficient, secure communication for your game.

Overview

  • Get Remotes: Synchronously or asynchronously retrieve RemoteAPI instances by name.

  • Fire Remotes: Trigger remotes on specific players, all players, or players nearby a location.

  • Middleware: Integrate middleware functions for security and validation checks on events.

  • Register/Unregister Remotes: Add or remove remote functions/events dynamically.

Functions

Here’s the revised documentation with the requested formatting changes:


Remotes:GetAsync(RemoteName: string) -> await RemoteAPI

Description: Waits asynchronously to retrieve the RemoteAPI associated with the specified remote name.

Usage:

Parameters:

  • RemoteName (string): The name of the remote event or function to retrieve.

Returns:

  • RemoteAPI: The RemoteAPI associated with RemoteName (yields until available).


Remotes:Get(RemoteName: string) -> RemoteAPI | boolean

Description: Fetches the RemoteAPI associated with the given remote name synchronously.

Usage:

Parameters:

  • RemoteName (string): The name of the remote.

Returns:

  • RemoteAPI: The RemoteAPI if available, otherwise false.


Remotes:Fire(RemoteName: string, ...) -> (any...)

Description: Triggers the specified remote event or function with the provided arguments.

Usage:

Parameters:

  • RemoteName (string): The name of the remote.

  • ... (any): Arguments passed to the remote event.


Remotes:FireAllNearby(RemoteName: string, position: Vector3, maxDistance: number | boolean, ...) -> (any...)

Description: Fires the remote to all players within the specified distance from a central position.

Usage:

Parameters:

  • RemoteName (string): The name of the remote.

  • position (Vector3): Center position for nearby players.

  • maxDistance (number | boolean): Maximum radius; if true, defaults to 50.

  • ... (any): Additional arguments passed to the remote.


Remotes:FireAll(RemoteName: string, ...) -> (any...)

Description: Triggers the remote for all connected players.

Usage:

Parameters:

  • RemoteName (string): The remote’s name.

  • ... (any): Arguments passed to each connected player.


Remotes:Connect(RemoteName: string, callback: () -> void | nil | boolean) -> void

Description: Attaches a callback to the specified remote. The callback executes each time the remote event is fired.

Usage:

Parameters:

  • RemoteName (string): The name of the remote.

  • callback (function): Function executed on the remote event firing.


Remotes:Register(RemoteName: string, RemoteClass: string, Callback: any) -> void

Description: Registers a new remote with a specified class type and optional callback function.

Usage:

Parameters:

  • RemoteName (string): Name for the new remote.

  • RemoteClass (string): Class type (e.g., RemoteFunction).

  • Callback (function, optional): Function to associate with the remote.


Remotes:RegisterMiddleware(Target: string, Callback: (Player: Player, ...any) -> boolean): void

Description: Adds middleware for validation or checks before a remote is triggered.

Usage:

Parameters:

  • Target (string): The target remote or * for global middleware.

  • Callback (function): Middleware function, returning true to proceed or false to block.


Remotes:UnregisterMiddleware(Target: string): void

Description: Removes middleware associated with a specific remote.

Usage:

Parameters:

  • Target (string): The name of the remote from which to remove middleware.


RemoteAPI:Fire(...) -> (any...)

Description: Triggers the associated remote event with the provided arguments.

Usage:

Parameters:

  • ... (any): Arguments passed to the remote event.


RemoteAPI:FireAll(...) -> (any...)

Description: Fires the associated remote for all players.

Usage:

Parameters:

  • ... (any): Arguments passed to each connected player.


RemoteAPI:FireAllNearby(position: Vector3, maxDistance: number | boolean, ...) -> (any...)

Description: Triggers the remote for players within a specific range from a center position.

Usage:

Parameters:

  • position (Vector3): The central position for nearby players.

  • maxDistance (number | boolean): Maximum radius; defaults to 50 if true.

  • ... (any): Additional arguments for the remote.


RemoteAPI:Connect(callback: () -> void | nil | boolean) -> void

Description: Attaches a callback to the remote event, executed when the event fires.

Usage:

Parameters:

  • callback (function): Function to execute on the event firing.


RemoteAPI:OnDestroying(callback: (RemoteName: string) -> void) -> void

Description: Sets a callback function to be executed when the remote is destroyed.

Usage:

Parameters:

  • callback (function): Function called with the RemoteName when destroyed.


RemoteAPI:Destroy()

Description: Removes the remote from cache and triggers any attached OnDestroying callbacks.

Usage:

Examples / Code Samples

Getting and Firing a Remote

Retrieve a remote using Get and fire it with some arguments.

Additionally you can fire an event via:

Registering a New Remote with a Callback

Register a new remote that will respond with a callback function.

Using Middleware for Validation

Add middleware to restrict access or validate conditions before a remote is triggered.

Firing a Remote to Nearby Players

Fire a remote to all players within a 100-stud radius of a specific position.

Connecting a Callback to an Existing Remote

Attach a callback function to run when a remote is fired.

Destroying a Remote and Handling Cleanup

Destroy a remote when it's no longer needed and execute cleanup code.

Using Grouped Event Names

You can organize events into "groups" by naming them with a prefix, separated by a colon (e.g., PointsService:GetPoints). This allows for structured and readable event names within your system.

In this example, PointsService:GetPoints is treated as a single, valid event name, enabling a structured namespace approach for grouping related events in the KnightRemotes module.

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