IsPlayerKeyDefinitionReady: 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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= isPlayerKeyDefinitionReady = | = isPlayerKeyDefinitionReady = | ||
'''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
isPlayerKeyDefinitionReady
Available from 0.1.9. Use matching updated server and clients.
Server Lua. Part of custom keys and shared placed doors.
Syntax
ready = isPlayerKeyDefinitionReady(playerId, item)
Parameters and behavior
playerId is a connected positive integer player ID; item is an active canonical custom key. Readiness belongs to the current connection and definition revision. It is client presentation readiness, not entitlement.
Returns
Boolean. False for disconnected/unknown/not-ready cases. A true result never grants items; use givePlayerItem from authorized server logic.
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.