Skip to content

Client Data

A message not to the screen but into the client's program: a channel, a value and a choice between «reliable» and «fast»

clientdata "score" points 1
Field What is in it
first the channel: a name-string by which a client tells one from another
second the value: a number or an object
third whether to deliver reliably

sync broadcasts a processor’s variable: the client receives its value into that same variable and can read it as usual.

clientdata is not tied to any variable. It sends a value to a channel — to a name the script invented — and it arrives not in the client’s logic but in their game: mods and client-side add-ons use this.

sync clientdata
what it sends a variable’s value an arbitrary value on a channel
where it arrives into the same variable on the client into a channel handler
limit 20 times a second per variable none of its own
what for showing a client a number connecting a script to a mod

The third field chooses how it is delivered:

  • reliably (1): the packet will arrive, and arrive in order — like an ordinary message. More expensive;
  • unreliably (0): send and forget. It may be lost, but it is cheap — that is how things are sent that update constantly and can afford to lose a frame.

Unofficial fan project, not affiliated with Anuke. Mindustry sprites, fonts and translations © Anuke, used under GPL-3.0; Fira Code under OFL-1.1. Site code is GPL-3.0.