Are RemoteEvent requests guaranteed to be received in order?

So imagine a game where LocalPlayers are informed about the status of other players (for example, if they are dead, wielding a weapon…), and such info is saved within a dictionary in the server and in each local player. Now, imagine a player equipping a gun, firing it and unequipping it rapidly. The server would receive 3 request to change the status of the player to wielding a gun, firing and then not wielding anything. Now, the server has to inform the rest of the players and send them 3 requests as well. Now, imagine one of the players has connection issues in that moment and can’t receive any request. After one second, the player restores it’s connection with the server and (I suppose) receives those 3 requests all at once. In this scenario, would the three requests be attended according to the RemoteEvent firing order, or would it be at random? Obviously, this is important to ensure the effects of equipping a weapon, firing it and unequipping it (which are run in a LocalScript) are applied in the correct order.

Sorry for my bad english.

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Sorry, I misread. The order stays the same on client events. You can try giving the remotes a number between 1-3 and do the entire disconnect internet thing I talked about, and the order should be the same. My bad

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Yes, RemoteEvents go through a reliable ordered channel. That’s why you see feature requests by developers asking for unreliable control so intermediate events we don’t care about can be dropped. I would strongly recommend optimising this yourself though so you’re only sending the player’s latest state or batching state changes to be sent per, say, frame.

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