CyberM.net

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

client runtime2 functionsMarkdown

emitServer

NETWORK

CyberM.net.emitServer(event, [payload])

Sends an event to the server.

Alias of TriggerServerEvent: sends a bounded, serializable event payload to the authenticated server session. The current resource must declare network.events.

Parameters

  • eventstringrequired
  • payloadtableoptional

Returns

  • boolean

Registered in ResourceHost.cpp as LuaTriggerServerEvent (line 6563).

on

NETWORK

CyberM.net.on(event, handler)

Listens for an event coming from the server.

Registers an authenticated incoming server event and its callback for the current resource generation. It is the namespaced equivalent of RegisterNetEvent and requires network.events.

Parameters

  • eventstringrequired
  • handlerfunctionrequired

Returns

  • handler id

Registered in ResourceHost.cpp as LuaRegisterNetEvent (line 6562).

For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt