Built-in Pre-process data (aka wait till connection target being connected for PREVENT LOSS DATA, no more worries about client/server is late being connected pre-process will handle this, very-useful & important) [FEATURE - BUILT-IN]
(*Pre-process data will be removed if player is left, dont affect to other players still live)
Sent Queue (Client) is moved to first or being sent after Outgoing is processed (next frame)
Version: RC5 (0.5.0)
Status: Tested
available with Standalone .RBXM, .luau files in Github Repo & Wally Package.
Built-in Pre-process data (aka wait till connection target being connected for PREVENT LOSS DATA, no more worries about client/server is late being connected pre-process will handle this, very-useful & important) [FEATURE - BUILT-IN]
(*Pre-process data will be removed if player is left, dont affect to other players still live)
Sent Queue (Client) is moved to first or being sent after Outgoing is processed (next frame)
The documentation is very easy to understand. Thanks for writing this! I wonder though, what exactly is making this faster AND more secure? Those two usually don’t go together well!
(edit): There’s a few grammatical issues in every page, but that’s fine.
So, I am not terribly sure why you are checking if self exists in most functions in the oneSignal server module. Self will always exist if the function is called with a ‘:’ vs a ‘.’ and it would probably be more beneficial for the output to scream at the programmer for not calling it correctly vs nothing happening. You will also save yourself a little in efficiency by not calling this, since it won’t have to check if that variable is null.