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Cross-server events #2

@rimuy

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@rimuy

Would be nice if there was a way to send and receive cross-server events.

Thinking of an API like this:

interface GlobalDefinition<F extends Callback> {
	Connect(callback: F): RBXScriptConnection;
	BroadcastAsync(...args: Parameters<F>): Promise<void>;
	UnicastAsync(jobId: string, ...args: Parameters<F>): Promise<void>;
	MulticastAsync(jobIds: ReadonlyArray<string>, ...args: Parameters<F>): Promise<void>;
	ClientBroadcastAsync(...args: Parameters<F>): Promise<void>;
	ClientUnicastAsync(userId: number, ...args: Parameters<F>): Promise<void>;
	ClientMulticastAsync(userIds: ReadonlyArray<number>, ...args: Parameters<F>): Promise<void>;
}

Where you would declare it like:

new NetBuilder()
	.BindNamespace(
		"Announcement",
		new NetBuilder()
			.BindDefinition(
				new GlobalDefinitionBuilder("Shutdown").SetArguments(t.string).Broadcast().Build()
			)
			.AsNamespace()
	)
	.Build();

And would use it like:

Definitions.CrossServer.Shutdown.Connect((message) => {
	for (const player of Players.GetPlayers()) {
		player.Kick(message);
	}
});

Definitions.CrossServer.Shutdown("hey");

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