GetWorldDoor: Difference between revisions
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Document upcoming 0.1.9 custom native keys, shared doors, server Lua callbacks and persistence; not a release |
Release 0.1.9 / BUILD264 / Protocol42: availability and download setup; preserve experimental limits |
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= getWorldDoor = | = getWorldDoor = | ||
'''Available from 0.1.9 | '''Available from 0.1.9. Use matching updated server and clients.''' | ||
Server Lua. Part of [[Custom keys|custom keys and shared placed doors]]. | Server Lua. Part of [[Custom keys|custom keys and shared placed doors]]. | ||
Latest revision as of 13:28, 20 October 2026
getWorldDoor
Available from 0.1.9. Use matching updated server and clients.
Server Lua. Part of custom keys and shared placed doors.
Syntax
door = getWorldDoor(id)
Parameters and behavior
id is the calling resource's local door ID, not a generated actor name or network runtime ID.
Returns
Fresh table: id, prefab, x, y, z, yaw, key (empty string if unassigned), locked, open, busy, revision (decimal string), ownerPlayerId (current interaction lease, 0 if none). Unknown/not-owned/empty ID: nil. Read the latest state; it may be newer than a queued event.
Examples and security
See Custom keys for complete registration, copy issuance, placement, persistence and callback examples. These are server functions, not client RPC endpoints. Do not forward untrusted client arguments without gameplay authorization.