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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

sendCommand

sendCommand<Handle>(world, handle, payload, …optionsArguments): Promise<SettledCommandResult<Handle>>

Sends the player’s command under handle and resolves with its one result: await sendCommand(world, city.commands.place, { tile, kind: "house" }). In a room it goes to the room the world is fed from; in a game played alone, through the same queue, checks and results, to its own next step. The promise never rejects: accepted with the value the handle returns, refused with a reason from RefusalOf<handle>, or, in a room, Unknown where her page lost the room before the result came, so a game reads the state again rather than tell her it failed. Her page refuses at once what it can check as the room would: not-controlled for an entity she does not control, malformed for a field out of its kind or a payload past maximumPayloadBytes, too-fast by the room’s own credit, and too-many past 64 commands with no result. Throws for a handle no listed plugin declares. As Roblox’s RemoteFunction:InvokeServer, with a typed refusal and a result that always arrives.

Type Parameter
Handle extends AnyCommandHandle
Parameter Type
world World
handle Handle
payload PayloadOf<Handle>
…optionsArguments OptionsArguments<Handle>

Promise<SettledCommandResult<Handle>>