FastNet2 tested with Deferred SignalBehavior, for now FastNet2 dont have problem while using deferred signalbehavior. (:Connect)
I know you can just get the file from the test place or github but you should make a release on github of the rbxm so its a little easier to do or make it a roblox model, looks good though
.rbxl file available on forum and the place on top most with titled/texted Standalone, not for rbxm yet
Custom BindableEvent Implementation
- Yes
- No
0 voters
Update Fix
- Fix Invoke of Signal & Other causes Invoke issued
no build version changes here so no update notified on update checker
Added Standalone .RBXM to Github with lastest update
Available with Standalone version on Forum & Github
Do GUID (UUID) Key Code needed on RemoteFunction as extra security validation?
If yes, then this may waste some byte size due extra GUID value on data but this help to prevent being exploitable even the receiver data is already bit unreadable
- Yes
- No
0 voters
Note: Currently RemoteFunction may having a random chance to loss on retrieving call or call being corrupted.
If you actually need to do this then there is something wrong with your backend.
RemoteFunction can be hooked but with Intergrated RE replacement as remote function may cant be hooked (not sure cuz am not good on exploits) but am just asking if this is needed for a validation security. the module is also freezed (table.freeze) but i heard they can modify local variable from mem.
Rewriting Entire FastNet2 module for less complex system and more readable code
Hey, thanks a lot for sharing this module! Been using it as a resource to learn for one solely purpose to find why it faster than BridgeNet2 despite it not ready for use/producted, also it was really hard to know why, so it was a relief for me when you said you decided to rewrite the network module to make it more readable and less complex. Also been wondering how it compare to NetworkContract by nidor_x, he did a big benchmark in the post but with different data type and I donβt think it will be the same unless it the same data.
FastNet2 | Update
- Rewrite entire FastNet2
Version: RC1
Status: Tested
available with Standalone .RBXM & .luau files in Github Repo.FastNet2 | Update
- RemoteFunction / Pull request implementation
- Fixes
Version: RC2
Status: Tested
available with Standalone .RBXM & .luau files in Github Repo.*Note: APIs will be updated on GitHub
Previous version:
β RC 1
- Rewrite entire
- Signal / custom bindableEvent implementation
i have just checked NetworkContract module source code from github repo (v1.2 LTS) so the cons may here for NetworkContract mostly must be:
- Outdated Module soonly?
- No FreeThread & Multi-FreeThreaded
- Multi-Remote usage (creating new remote instance every new remote)
- encode & decode can causes slowdown/slow and worst efficient for server-client (depens to usage and traffic)
- Send every Send function called (No Per Frame)
- This module are designed not for the fast and efficient? few bottlenecks?
i think that overall.
FastNet2 | Update
- Add CheckUpdate (no package update)
- Fix FastSpawn & MultiThread
- RateLimiting [PEND]
Version: RC3
Status: Tested
available with Standalone .RBXM, .luau files in Github Repo & Wally Package.*Note: APIs will be updated on GitHub
FastNet2 - GitHub Repo
FastNet2 - Wally Package (rc3 0.3)
Previous version:
β RC 2
- RemoteFunction / Pull request implementation
- Fixes
bro is insane, improved my performance quite a bit with all this, thanks so much
Finally this module have some improvements keep it up!
FastNet2 | Patch
- Fix Critical server (single player target)
- Minor Improvements
Version: RC3 (0.3.1)
Status: Tested
available with Standalone .RBXM, .luau files in Github Repo & Wally Package.FastNet2 - GitHub Repo
FastNet2 - Wally Package (rc3 0.3.1)
Previous version:
β RC 3 (0.3.0)
- Add CheckUpdate (no package update)
- Fix FastSpawn & MultiThread
- RateLimiting [PEND]
How to this network library compare to Red?