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Emit Server

A module to optimize your trigger events server <> client.

JO Functions

jo.emit.triggerClient()

A function to trigger a client(s)

Syntax

lua
jo.emit.triggerClient(eventName, source, ...)

Parameters

eventName : string

The event name

source : integer|table

The player ID or list of players ID

... : any

Other arguments

Example

lua
local source = 5
local data = "MyData"
jo.emit.triggerClient('YourEventName', source, data)
--OR--
local sources = { 3, 4, 5, 13 } --list of players
local data = "MyData"
jo.emit.triggerClient('YourEventName', sources, data)

jo.emit.triggerClient.latent()

A function to trigger a client(s) with a limited bandwith

Syntax

lua
jo.emit.triggerClient.latent(eventName, source, ...)

Parameters

eventName : string

The event name

source : integer|table

The player ID or list of players ID

... : any

Other arguments

Example

lua
local source = 5
local data = {}
for i = 1, 100000 do
  data[i] = i
end
jo.emit.triggerClient.latent('YourEventName', source, data)
--OR--
local sources = { 3, 4, 5, 13 } --list of players
local data = {}
for i = 1, 100000 do
  data[i] = i
end
jo.emit.triggerClient.latent('YourEventName', sources, data)

jo.emit.triggerServerWithSource()

Trigger an event on the server side and keep the source injection

Syntax

lua
jo.emit.triggerServerWithSource(source, event, ...)

Parameters

source : integer

The source player ID to send the event to

event : string

The name of the event to trigger

... : any

Additional parameters to pass to the event


jo.emit.updateBps()

A function to update the bit/s of emit module

Syntax

lua
jo.emit.updateBps(bps)

Parameters

bps : integer

bit/s

Example

lua
jo.emit.updateBps(3000)

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