OnClientWorldObjectResult: Difference between revisions
Release 0.1.4 BUILD133 / Protocol 36 and document authenticated event origin |
Complete upcoming 0.1.9 documentation: weather, crafting UI, world removal, doors and ladders; preserve release status |
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[[Category:Client Events]] | [[Category:Client Events]] | ||
[[Category:Lua Events]] | [[Category:Lua Events]] | ||
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== Original world model operations from 0.1.9 == | |||
'''Available from 0.1.9 (upcoming; not yet publicly released). Not included in public 0.1.8. Use matching updated clients and server.''' | |||
[[World model removal#Developer API and diagnostics|World model removal]] documents world_pick, world_nearby, world_select, world_set and world_restore_all, layer ownership and result handling. Existing create/delete operations still concern the caller's own static objects. Original-world hiding is reversible and does not edit terrain or NPC obstacle maps. A native live layer is not server authorization/replication: use trusted server state and the supplied editor/deployment workflow. Shared placed doors instead use server [[setWorldDoors]]. | |||
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Revision as of 20:56, 19 October 2026
onClientWorldObjectResult
Since 0.1.4.
Client Events.
function(requestId, ok, reason, json)
Client event delivered to the requesting resource. Match the request ID; decode the JSON string with fromJSON. Native-timeout means the mutation outcome may be uncertain, not proof that nothing happened.
See World objects for parameters, examples, failure handling and limits.
Original world model operations from 0.1.9
Available from 0.1.9 (upcoming; not yet publicly released). Not included in public 0.1.8. Use matching updated clients and server.
World model removal documents world_pick, world_nearby, world_select, world_set and world_restore_all, layer ownership and result handling. Existing create/delete operations still concern the caller's own static objects. Original-world hiding is reversible and does not edit terrain or NPC obstacle maps. A native live layer is not server authorization/replication: use trusted server state and the supplied editor/deployment workflow. Shared placed doors instead use server setWorldDoors.