Overview
In many modern Roblox frameworks, such as AeroGameFramework (AGF) or Knit, we expose server-side functions to the client through a structured and dynamic API. This pattern allows client scripts to access and invoke specific server functions seamlessly, mimicking the way you’d call local functions. These exposed server functions simplify client-server communication, ensuring that server-side logic can be invoked safely and efficiently from the client without manual remote event handling.What Are Exposed-Server Functions?
Exposed-server functions are server-side functions that are exposed to clients for remote invocation. These functions are wrapped aroundRemoteFunctions, allowing clients to call server-side logic just like they would call a local method.
Example Structure:
PointsService is a server-side service, and GetLocalPoints is a remote function exposed to the client. The client can directly call this function, and the server handles the logic.
How Exposed-Server Functions Work
Exposed-server functions rely on a dynamic system that abstracts remote communication through a combination of metatables. This system allows developers to access server services and their exposed functions as if they were local.Key Concepts:
- Service Name: Represents the name of the service that contains the server logic (e.g.,
PointsService). - Event/Function Name: Represents the name of the server function that you want to call remotely (e.g.,
GetLocalPoints). - Remote Function: A
RemoteFunctionobject on the server that handles requests from the client and returns a result.
Client-Side Usage
On the client-side, you access these exposed functions via theself.Server object, which allows you to call server functions as if they were local.
Example:
Server-Side Implementation
On the server, the functions that the client can call are registered and exposed through a dynamic API. These functions are typically defined within services and then registered as RemoteFunctions that the client can invoke.Server-Side Example:
- PointsService is the service.
- GetLocalPoints is the function within the service that the client can call.
- The function handles server-side logic, such as retrieving the player’s points, and returns the result to the client.
Why Use Exposed-Server Functions?
- Simplified Client-Server Communication:
- The client doesn’t need to manually handle RemoteFunction objects. Instead, they can call server functions as if they were local, making the code easier to read and manage.
- Dynamic and Flexible:
- Since service and function names are dynamically resolved using metatables, this system allows for easy scaling and customization. You can add new services and functions without changing much client-side code.
Common Use Cases
-
Fetching Player Data:
- Clients often need to request data stored on the server (e.g., player points, inventory, etc.).
-
Server-side Calculations:
- Sometimes the client may need to request complex calculations from the server.
-
Interacting with Game State:
- Clients can send requests to update the game state, such as interacting with NPCs or triggering server-side events.
