Libraries

s&box libraries

Extend RpcCallback

extend.extend_rpc

Async RPC Callback for s&box – Call server methods with await, [RpcCallback] handles the round-trip automatically.

About

# Extend RPC Library

A library for **s&box** that makes it easy to send RPC calls and receive **asynchronous callbacks**.
It simplifies **client ↔ server** communication while taking full advantage of async/await.

## πŸš€ Features
- Asynchronous RPC calls
- Receive callbacks using `async/await`
- Simplified error and timeout handling
- Supported return types:
βœ… **Primitives** (int, float, bool, string, etc.)
βœ… **structs**
βœ… **records**
βœ… **List<>**

## πŸ“¦ Installation
Clone or download this repository and add its content directly into your **s&box** project at Libraries/extend.extend_rpc folder.

## πŸ›  Basic Usage Example
[RpcCallback]
public async Task<int> Compute(int a, int b)
{
return a + b;
}

protected override void OnStart()
{
Task.RunInThreadAsync(async () =>
{
var result = await Compute(1, 4);
Log.Info("Result is: " + result);
});
}
## πŸ›  List Usage Example
[RpcCallback]
public async Task<List<int>> Compute(int a, int b)
{
return [a + b];
}

protected override void OnStart()
{
Task.RunInThreadAsync(async () =>
{
var results = await Compute(1, 4);
Log.Info("Result is: " + string.Join(", ", results));
});
}

## πŸ›  Using a struct as return type
protected override void OnStart()
{
Task.RunInThreadAsync(async () =>
{
var stats = await GetPlayerStats("Player_42");
Log.Info($"Kills: {stats.Kills}, Deaths: {stats.Deaths}, Accuracy: {stats.Accuracy}");
});
}

[RpcCallback]
public async Task<PlayerStats> GetPlayerStats(string playerId)
{
// Simulate database fetch
await Task.Delay(100);

return new PlayerStats
{
Kills = 10,
Deaths = 3,
Accuracy = 0.75f
};
}

public struct PlayerStats
{
public int Kills { get; set; }
public int Deaths { get; set; }
public float Accuracy { get; set; }
}

## πŸ›  Using a record as return type
// Primary constructors are not supported yet when serializing / deserializing in s&box
public record InventoryItem( string Name, int Quantity );

// Instead, use this way
public record InventoryItem
{
public string Name { get; set; }
public int Quantity { get; set; }

public InventoryItem( string name, int quantity )
{
Name = name;
Quantity = quantity;
}
}

[RpcCallback]
public async Task<InventoryItem> GetInventoryItem(string itemId)
{
await Task.Delay(50);

return new InventoryItem("Health Potion", 5);
}

protected override void OnStart()
{
Task.RunInThreadAsync(async () =>
{
var item = await GetInventoryItem("potion_health");
Log.Info($"Item: {item.Name}, Quantity: {item.Quantity}");
});
}## βš™οΈ How it works

Functions marked with the [RpcCallback] attribute are **wrapped automatically**.
When you call them:

1. The wrapper sends an **RPC to the server**.
2. The server executes the **original method**.
3. The return value is captured.
4. Another **RPC is sent back to the caller (client)** with the result.

This makes it possible to await the call just like a local async function.

The caller receives the result as a Task<T> (async/await).

Any return type is supported as long as it’s a primitive, a struct, or a record that can be serialized.

Collections (List<T>, arrays, etc.) are also supported if T is a valid type.

The library handles serialization, network transport, and automatic value return.

Configurable timeout (default: 5s).

## πŸ“– Quick Reference

[RpcCallback] β†’ Marks a method as an asynchronous RPC.

Task.RunInThreadAsync(...) β†’ Runs a task outside the main game thread.

Exceptions are automatically propagated back to the caller.

## 🀝 Contributing

Pull Requests are welcome!
Please follow C# best practices. Unit tests is optional.