Revision Difference
net.SendToServer#546025
<function name="SendToServer" parent="net" type="libraryfunc">
<description>Sends the current message to the server.
<note>You need to declare a message name serverside using <page>util.AddNetworkString</page> before. You **cannot** send messages to non-existent network names.</note>⤶
⤶
<warning>Each net message has a length limit of 65,533 bytes (approximately 64 KiB) and your net message will error and fail to send if it is larger than this.⤶
⤶
The message name must be pooled with <page>util.AddNetworkString</page> beforehand!</warning>⤶
</description>
<realm>Client</realm>
</function>
<example>
<description>Sends a simple "hello_world" message with the string "Hi" to the server</description>
<description>Sends a simple `hello_world` message with the string `Hi` to the server</description>
<code>
net.Start( "hello_world" )
net.WriteString( "Hi" )
net.SendToServer()
</code>
<output>
The netmessage "hello_world" is sent to the server. The server can handle this with <page>net.Receive</page>.
Remember that any client has the potential to send any net message at any time. **Don't trust the clientside!** On your server-side <page>net.Receive</page>, make sure to verify the message sender's permissions whenever you can and prevent expensive functions from being run too often.
The network message `hello_world` is sent to the server. The server can handle this with <page>net.Receive</page>.
Remember that **any** client has the potential to send any net message at any time. **Don't trust the client-side!** On your server-side <page>net.Receive</page>, make sure to verify the message sender's permissions whenever you can and prevent expensive functions from being run too often.
</output>
⤶
</example></example>