Revision Difference
Networking_Usage#548261
<cat>Dev</cat>
<title>Networking Options, Limits and Errors</title>
This page lists which Networking Options there are and how they work, all Networking Limits and all found Networking Errors and how to solve them
# Networking Options
## umsg (DEPRECATED)
The <page>umsg</page> library is a deprecated serverside networking library that was previously the most common way of sending information from the server to the client. In order for clients to receive an umsg, it has to use the <page>usermessage</page> library, which is shared for the client and the server.
This library was used in some functions to send a message like text to the client and then to display it, and it is still used in some old functions like <page>Global.PrintMessage</page>, <page>Player:PrintMessage</page> and <page>Player:ChatPrint</page>
Hello World example with the <page>umsg</page> and <page>usermessage</page> library.
```lua
if SERVER then
local filter = RecipientFilter()
filter:AddAllPlayers()
umsg.Start( "Example" )
umsg.String( "Hello World" )
umsg.End()
else
usermessage.Hook( "Example", function( msg )
print( msg:ReadString() )
end)
end
```
## net
The <page>net</page> library is one of the ways to send data between client and server. One of the major advantages of the net library is the ability to send data backwards - from the client to the server.
This library is commonly used in the network of values to a specific client only, or to network bigger values like Strings(<page>net.WriteString</page>) or Ints(<page>net.WriteInt</page>).
You can read more about this library here: <page>Net_Library_Usage</page> and <page>Net_Library_Example</page>
Hello World Example with the <page>net</page> library
```lua
if SERVER then
util.AddNetworkString( "Example" )
net.Start( "Example" )
net.WriteString( "Hello World" )
net.Broadcast()
else
net.Receive( "Example", function()
print( net.ReadString() )
end)
end
```
## NW
The NW system allows for a value to be networked on an entity to all clients with the SetNW functions like <page>Entity:SetNWString</page> and the value can be returned by using the GetNW functions like <page>Entity:GetNWString</page>.
It also allows to set global values with the SetGlobal* functions like <page>Global.SetGlobalString</page> and the value can be retured by using the GetGlobal* functions like <page>Global.GetGlobalString</page>
<note>the value will be the same on all clients if they haven't been modified by the client.
All SetNW* functions will network the value every 10 seconds after it has been set.</note>
Hello World Example with the NW system
```lua
if SERVER then
Entity( 1 ):SetNWString( "Example", "Hello World" )
else
Entity( 1 ):SetNWVarProxy( "Example", function(_, _, _, value )
print( value )
end)
end
```
## NW2
The NW2 system is the successor to the NW system, but it hasn't been officially finished. It allows for values to be networked on an entity to all clients in the entity's [PVS(Potential Visibility Set)](https://developer.valvesoftware.com/wiki/PVS "PVS - Valve Developer Community") with the given value with the SetNW2* functions like <page>Entity:SetNW2String</page> and the value can be returned by using the GetNW2* functions like <page>Entity:GetNW2String</page>.
<note>The value will only be updated clientside if the entity is or enters the client's [PVS(Potential Visibility Set)](https://developer.valvesoftware.com/wiki/PVS "PVS - Valve Developer Community").
The value will only be networked if it isn't the same as the current value and unlike SetNW* the value will only be networked once and not every 10 seconds.</note>
It also allows to set global values with the SetGlobal2* functions like <page>Global.SetGlobal2String</page> and the value can be returned by using the GetGlobal2* functions like <page>Global.GetGlobal2String</page>. All SetGlobal2* functions will update the value clientside, and it will ignore the PVS.
Hello World Example with the NW2 system
```lua
if SERVER then
Entity( 1 ):SetNW2String( "Example", "Hello World" )
else
Entity( 1 ):SetNW2VarProxy( "Example", function( _, _, _, value )
print( value )
end)
end
```
or
```lua
if SERVER then
Entity( 1 ):SetNW2String( "Example", "Hello World" )
else
hook.Add( "EntityNetworkedVarChanged", "Example", function( _, _, _, value )
print( value )
end)
end
```
# Networking Limits
## umsg
The <page>umsg</page> library has a 256 bytes limit per message.
## net
The <page>net</page> library has a 64kb (65536 bytes) limit per message.
The library has an internal buffer that has roughly a 256kb limit before it overflows, and if it overflows, it will cause clients that receive the net message to disconnect. So do **NOT** fill the buffer.
<example>
<description>Creating a net message that uses the maximum size</description>
<code>
local string = ""
for k=1, 65532 do
string = string .. "a"
end
net.Start( "test" )
net.WriteString( string )
net.Broadcast()
</code>
<output>
65536 524288
</output>
</example>
## NW
The NW system uses a stringtable that has 4095 slots and is used by all SetGlobal*, SetNW* functions and the <page>util.AddNetworkString</page> function. By default, 95 slots are used. Each new key will use a slot, so if you use the same key on all entities, it will only use 1 slot.
<example>
<description>Returning the amount of used slots and the last key</description>
<code>
for k = 1, 4096 do
if !util.NetworkIDToString( k ) then
print( k - 1, util.NetworkIDToString( k - 1 ) )
break
end
end
</code>
<output>```lua 95 ServerName```</output>
</example>
## NW2
The NW2 system uses a separate stringtable that has 4095 slots, so it is not influenced by the NW stringtable. The NW2 stringtable is used by all SetNW2* and SetGlobal2* functions. By default, the stringtable is completely empty.
Each new key will use a slot, so if you use the same key on all entities, it will only use 1 slot.
Currently, there is no way of checking the usage of the NW2 string table.
# Networking Errors
![realm](https://files.facepunch.com/wiki/files/19952/8d7b58d7428c9c6.png)
```lua
Host_Error: SV_PackEntity: SendTable_Encode returned false (ent 1).
```
This error is created when you try to network too many NW2Vars at the same time. When this error occurs, it will close the server and on your game will crash when you try to start a new game without restarting gmod first.
If you should ever get this error, you should reduce the amount of NW2Vars that you're trying to network at the same time
---
![realm](https://files.facepunch.com/wiki/files/19952/8d7b58d7428c9c6.png)
```lua
Warning: Table networkstring is full, can't add [key]
```
This error is created when you exceed the NWVar limit, which is currently at 4095 slots. Reduce the amount of NWVars or consider using the <page>net</page> liabry or the SetNW* functions to solve this error.
---
![realm](https://files.facepunch.com/wiki/files/19952/8d7b58d7428c9c6.png)
```lua
Too many NWVar names, could not add name [key]
```
This error is created when you exceed the NW2Var limit, which is currently at 4095 slots. Reduce the amount of NW2Vars or consider using the <page>net</page> library to solve this error.
---
![realm](https://files.facepunch.com/wiki/files/19952/8d7b58d7428c9c6.png)
```lua
Error sending usermessage - too large ([key])
```
This error is created serverside when you exceed the umsg limit of 256 bytes. Reduce the size of your usermessage to solve this error.
This error is created serverside when you exceed the <page>umsg</page> limit of 256 bytes. Reduce the size of your umsg to solve this error.
---
![realm](https://files.facepunch.com/wiki/files/19952/8d7b58bc25e14dd.png)
```lua
Warning: Unhandled usermessage '[key]'
```
This error is created clientside when you forgot to use <page>usermessage.Hook</page> with the right key.
<note>The <page>umsg</page> is deprecated, and you should use the <page>net</page> library instead.</note>
<example>
<description>How to properly use the umsg library</description>
<code>
if SERVER then
local filter = RecipientFilter()
filter:AddAllPlayers()
umsg.Start( "Example" )
umsg.String( "Hello World" )
umsg.End()
else
usermessage.Hook( "Example", function( msg )
print( msg:ReadString() )
end)
end
</code>
</example>
---
![realm](https://files.facepunch.com/wiki/files/19952/8d7b58d7428c9c6.png)
```lua
[addon] Trying to send an overflowed net message!
```
This error is created serverside when you exceed the net limit of 64kb (65536 bytes). Reduce the size of your net message to solve this error.
---
![realm](https://files.facepunch.com/wiki/files/19952/8d7b58bc25e14dd.png)
<image src="https://i.imgur.com/D0UEQrB.png"/>
This error is created clientside when you overflowed the net reliable buffer, which has roughly a 256kb limit, and it will cause a client to disconnect. You can send unreliable net messages that won't kick a Client, but instead all net messages that don't fit in the buffer won't be received at all.
This error is created clientside when you overflowed the <page>net</page> reliable buffer, which has roughly a 256kb limit, and it will cause a client to disconnect. You can send unreliable net messages that won't kick a Client, but instead all net messages that don't fit in the buffer won't be received at all.
<example>
<description>Overflowing the reliable buffer while using unreliable net messages won't kick the client</description>
<code>
local string = ""
for k = 1, 65532 do
string = string .. "a"
end
util.AddNetworkString( "Example" )
for k = 1, 4 do
net.Start( "Example", true )
net.WriteString( string )
net.Broadcast()
end
</code>
<output>
Instead of crashing, not all net messages will be received by the client.
</output>
</example></example>⤶
⤶
---⤶
![realm](https://files.facepunch.com/wiki/files/19952/8d7b58d7428c9c6.png)⤶
```lua⤶
[Addon] Warning! A net message ([name]) is already started! Discarding in favor of the new message! (function origin of the net message)⤶
```⤶
⤶
This error is created by the <page>net</page> library when in a previous net message an error occurred. This can be fixed by fixing the error that has been created in the net message before it.