NetworkClientUserData

Family: Multiplayer · 2 forms

What it does

NetworkClientUserData writes to a Multiplayer object: it sets rather than reads. It takes iNetID (an integer), client (an integer), index (an integer) and value (an integer), and returns nothing. That is the first of 2 forms. iNetID is the id of a Net object, obtained elsewhere in the Multiplayer family.

Syntax

1
NetworkClientUserData(iNetID integer, client integer, index integer, value integer)
2
NetworkClientUserData(iNetID integer, client integer, index integer) → integer

Parameters

NameTypeIn forms
iNetIDintegerall
clientintegerall
indexintegerall
valueinteger1

What each form returns

1NetworkClientUserData(net, 1, 1, 1)nothing
2NetworkClientUserData(net, 1, 1)integer

Example · generated

Form 1, you choose the id yourself

net = CreateNetworkMessage()NetworkClientUserData(net, 1, 1, 1)DO  Sync()LOOP

Form 2, the command hands back the id

net = CreateNetworkMessage()DO  Print(NetworkClientUserData(net, 1, 1))  Sync()LOOP

CreateNetworkMessage is there to give the call something to act on; NetworkClientUserData is the line that matters. The DO … LOOP is not decoration: a classic BASIC program ends the moment it runs out of lines, and Sync() is what draws the frame.

91 commands in Multiplayer