SetElementData: Difference between revisions
(Remove dot.) |
|||
(59 intermediate revisions by 30 users not shown) | |||
Line 1: | Line 1: | ||
{{Server client function}} | {{Server client function}} | ||
__NOTOC__ | __NOTOC__ | ||
This function stores data attached to an element. | This function stores [[element data]] under a certain key, attached to an element. Element data set using this is then synced with all clients and the server. The data can contain server-created elements, but you should avoid passing data that is not able to be synced such as xmlnodes, acls, aclgroups etc. | ||
As element data is synced to all clients, it can generate a lot of network traffic and be heavy on performance. Events are much more efficient for sending data from a client to the server only, or from the server to a specific client. <br/> | |||
Usage of element data should be discouraged where your goal can be achieved with events like above, and [[table|tables]] for storing and retrieving data. | |||
{{Tip|A simple and efficient way to make a variable known to the server and clients is to use setElementData on the [[root]] element.}} | |||
{{Note|See [[Script security]] for tips on preventing cheaters when using events and element data}} | |||
{{Note|For performance reasons, never use setElementData in events that fire often (like [[onClientRender]]) without further optimization or conditions. In fact, using element data in general, can take such a toll on performance that not using it unless strictly necessary (e.g use alternatives such as storing data in tables) is recommended.}} | |||
{{New items|5.0157|1.5.7-9.20477|A subscription mode has been introduced for [[setElementData]] serverside. When setting data in subscription mode, only clients that are added through [[addElementDataSubscriber]] will receive the data, which is good for performance. | |||
Note this mode only works when setting element data serverside. Setting data clientside still sends the update to all clients if 'synchronize' is set to true. | |||
}} | |||
==Syntax== | |||
<syntaxhighlight lang="lua"> | |||
bool setElementData ( element theElement, string key, var value [, bool synchronize = true ] ) | |||
</syntaxhighlight> | |||
{{OOP||[[element]]:setData||getElementData}} | |||
===Required Arguments=== | |||
*'''theElement:''' The [[element]] you wish to attach the data to. | |||
*'''key:''' The key you wish to store the data under. (Maximum 128 characters.) | |||
*'''value:''' The value you wish to store. See [[element data]] for a list of acceptable datatypes. | |||
===Optional Arguments=== | |||
*'''synchronize:''' Determines whether or not the data will be synchronized with the clients(server-side variation) or server(client-side variation) | |||
===Returns=== | |||
Returns ''true'' if the data was set successfully, ''false'' otherwise. | |||
{{New items|5.0157|1.5.7-9.20477| | |||
==Syntax== | ==Syntax== | ||
<section name="Server" class="server" show="true"> | |||
<syntaxhighlight lang="lua"> | |||
bool setElementData ( element theElement, string key, var value [, var syncMode="broadcast"] ) | |||
</syntaxhighlight> | |||
{{OOP||[[element]]:setData||getElementData}} | |||
===Required Arguments=== | |||
*'''theElement:''' The [[element]] you wish to attach the data to. | |||
*'''key:''' The key you wish to store the data under. (Maximum 31 characters.) | |||
*'''value:''' The value you wish to store. See [[element data]] for a list of acceptable datatypes. | |||
===Optional Arguments=== | |||
*'''syncMode:''' Synchronisation mode. | |||
**''"broadcast"'' - Synchronise to all clients (default behavior). You can also parse ''true'' for this option. | |||
**''"local"'' - Don't synchronise. You can also parse ''false'' for this option. | |||
**''"subscribe"'' - Only synchronise to specific clients. See [[addElementDataSubscriber]] and [[removeElementDataSubscriber]]. | |||
</section> | |||
<section name="Client" class="client" show="true"> | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool setElementData ( element theElement, string key, var value ) | bool setElementData ( element theElement, string key, var value [, bool synchronize = true ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[element]]:setData||getElementData}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''theElement:''' The element you wish to attach the data to | *'''theElement:''' The [[element]] you wish to attach the data to. | ||
*'''key:''' The key you wish to store the data under | *'''key:''' The key you wish to store the data under. (Maximum 31 characters.) | ||
*'''value:''' The value you wish to store | *'''value:''' The value you wish to store. See [[element data]] for a list of acceptable datatypes. | ||
===Optional Arguments=== | |||
*'''synchronize:''' Determines whether or not the data will be synchronized with the server. | |||
</section> | |||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the data was set | Returns ''true'' if the data was set successfully, ''false'' otherwise. | ||
}} | |||
<section name="Server" class="server" show=" | ==Example== | ||
Example 1 | |||
This example allows | <section name="Server" class="server" show="true"> | ||
This example allows a player to add a custom tag onto their nickname, and also reverts it back to normal if they wish. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function addPlayerCustomTag ( | function addPlayerCustomTag ( thePlayer, command, newTag ) | ||
-- | --Let's make sure the newTag param has been entered... | ||
if ( newTag ) then | if ( newTag ) then | ||
--Grab their current playername for saving. | --Grab their current playername for saving. | ||
local sPlayerNickname = | local sPlayerNickname = getPlayerName ( thePlayer ) | ||
--Create their new nickname with their tag | --Create their new nickname with their tag | ||
local sNewPlayerNickname = newTag .. " " .. sPlayerNickname | local sNewPlayerNickname = newTag .. " " .. sPlayerNickname | ||
-- | --Let's first load the element data, see if it's there already | ||
--The reason for this is that if a player were to do /addtag twice | --The reason for this is that if a player were to do /addtag twice, | ||
-- | --the tag would be prepended a second time | ||
local sOldNick = getElementData( thePlayer, "tempdata.originalnick" ) | |||
local sOldNick = getElementData( | |||
if ( sOldNick == false ) then | if ( sOldNick == false ) then | ||
--Save their orignal nickname in their element data | --Save their orignal nickname in their element data | ||
setElementData ( | setElementData ( thePlayer, "tempdata.originalnick", sPlayerNickname ) | ||
end | end | ||
--Set their new nickname globally | --Set their new nickname globally | ||
setPlayerName ( thePlayer, sNewPlayerNickname ) | |||
--Tell them | --Tell them it's done | ||
outputChatBox ( "Your new nickname has been set, to put it back to its | outputChatBox ( "Your new nickname has been set, to put it back to its original state you can use /deltag", thePlayer ) | ||
else | else | ||
--The newTag param was not entered, give | --The newTag param was not entered, give an error message | ||
outputChatBox ( "/addtag - Incorrect syntax, Correct: /addtag <newtag>", | outputChatBox ( "/addtag - Incorrect syntax, Correct: /addtag <newtag>", thePlayer ) | ||
end | end | ||
end | end | ||
addCommandHandler ( "addtag", addPlayerCustomTag ) | addCommandHandler ( "addtag", addPlayerCustomTag ) | ||
function removePlayerCustomTag ( | function removePlayerCustomTag ( thePlayer, command ) | ||
--We first need to check that they have | --We first need to check that they have already used /addtag, let's do that now | ||
local sOldNick = getElementData( | local sOldNick = getElementData( thePlayer, "tempdata.originalnick" ) | ||
if ( sOldNick ) then | if ( sOldNick ) then | ||
--Great, they have a tag added, | --Great, they have a tag added, let's reset them | ||
--First we will want to reset the element data back to its default (that being false) | --First we will want to reset the element data back to its default (that being false) | ||
setElementData ( | setElementData ( thePlayer, "tempdata.originalnick", false ) | ||
--Now set the client name back | --Now set the client name back | ||
setPlayerName( thePlayer, sOldNick ) | |||
--Notify them | --Notify them | ||
outputChatBox ( "Your old nickname has been set", | outputChatBox ( "Your old nickname has been set", thePlayer ) | ||
end | end | ||
end | end | ||
Line 71: | Line 123: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
[[tr:setElementData]] | |||
==See Also== | ==See Also== | ||
[[pt-br:SetElementData]] | |||
{{Element_functions}} | {{Element_functions}} |
Latest revision as of 19:10, 10 June 2023
This function stores element data under a certain key, attached to an element. Element data set using this is then synced with all clients and the server. The data can contain server-created elements, but you should avoid passing data that is not able to be synced such as xmlnodes, acls, aclgroups etc.
As element data is synced to all clients, it can generate a lot of network traffic and be heavy on performance. Events are much more efficient for sending data from a client to the server only, or from the server to a specific client.
Usage of element data should be discouraged where your goal can be achieved with events like above, and tables for storing and retrieving data.
Tip: A simple and efficient way to make a variable known to the server and clients is to use setElementData on the root element. |
Syntax
bool setElementData ( element theElement, string key, var value [, bool synchronize = true ] )
OOP Syntax Help! I don't understand this!
- Method: element:setData(...)
- Counterpart: getElementData
Required Arguments
- theElement: The element you wish to attach the data to.
- key: The key you wish to store the data under. (Maximum 128 characters.)
- value: The value you wish to store. See element data for a list of acceptable datatypes.
Optional Arguments
- synchronize: Determines whether or not the data will be synchronized with the clients(server-side variation) or server(client-side variation)
Returns
Returns true if the data was set successfully, false otherwise.
Example
Example 1
This example allows a player to add a custom tag onto their nickname, and also reverts it back to normal if they wish.
function addPlayerCustomTag ( thePlayer, command, newTag ) --Let's make sure the newTag param has been entered... if ( newTag ) then --Grab their current playername for saving. local sPlayerNickname = getPlayerName ( thePlayer ) --Create their new nickname with their tag local sNewPlayerNickname = newTag .. " " .. sPlayerNickname --Let's first load the element data, see if it's there already --The reason for this is that if a player were to do /addtag twice, --the tag would be prepended a second time local sOldNick = getElementData( thePlayer, "tempdata.originalnick" ) if ( sOldNick == false ) then --Save their orignal nickname in their element data setElementData ( thePlayer, "tempdata.originalnick", sPlayerNickname ) end --Set their new nickname globally setPlayerName ( thePlayer, sNewPlayerNickname ) --Tell them it's done outputChatBox ( "Your new nickname has been set, to put it back to its original state you can use /deltag", thePlayer ) else --The newTag param was not entered, give an error message outputChatBox ( "/addtag - Incorrect syntax, Correct: /addtag <newtag>", thePlayer ) end end addCommandHandler ( "addtag", addPlayerCustomTag ) function removePlayerCustomTag ( thePlayer, command ) --We first need to check that they have already used /addtag, let's do that now local sOldNick = getElementData( thePlayer, "tempdata.originalnick" ) if ( sOldNick ) then --Great, they have a tag added, let's reset them --First we will want to reset the element data back to its default (that being false) setElementData ( thePlayer, "tempdata.originalnick", false ) --Now set the client name back setPlayerName( thePlayer, sOldNick ) --Notify them outputChatBox ( "Your old nickname has been set", thePlayer ) end end addCommandHandler ( "deltag", removePlayerCustomTag )
See Also
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement
- getPedContactElement
- getResourceDynamicElementRoot
- getResourceRootElement