SendWebSurfaceMessage
Sends every copy of a surface’s page a message - a table, a text, a number or a boolean.
Every player who has the surface now (it is near them and their game runs a web layer) gets the message; their copy’s
KcdMp.onMessage receives exactly the value sent. A copy still loading keeps it until it is ready; a player whose copy is
closed gets nothing - their next OnPlayerWebSurfaceReady is when to send it again. data is written as JSON by
JsonEncode, 60000 bytes at most. The answer is true, or false and the reason: "no such surface", "no data",
"too big", "reserved key" (a __kcdmp key at the top) or what JsonEncode says.
Syntax
Section titled “Syntax”SendWebSurfaceMessage(id, data)| Parameter | Type | |
|---|---|---|
id |
number | the surface |
data |
table | string | number | boolean | the value the pages receive |
Returns
Section titled “Returns”true, or false, reason
Example
Section titled “Example”table.insert(notices, { title = "Market day", text = "Thursday, by the well." })SendWebSurfaceMessage(board, { notices = notices })See also
Section titled “See also”SendPlayerWebSurfaceMessage · OnPlayerWebSurfaceReady · the Web surfaces group of the index
