[ARCHIVED] Warp - very fast & powerful networking library

1.0.6 is outdated though, check the changes from 1.0.6 to 1.0.9 to see if your issue got fixed in any of the updates past 1.0.6

okay Iā€™ll try out 1.0.9 :+1:

sidugliqwgledkhefkwhked

It works now, turns out I forgot to pass a boolean as the first arg which is why I thought it was ā€˜reversedā€™ shouldā€™ve read the documentation :skull:

Im having a issue where events fired from the server sometimes are not received on the client side (yes I am using reliable events). I have checked and made sure that the event is properly fired with :fire and that the client side has the listener ready using :Connect, yet it sometimes fails to receive the signal on the client side.

Really cool networking module, but itā€™s quite buggy with receiving data. I think Iā€™ll stick to remote events for know until this module is completely compatible.

Commit - v1.0.10

Hello! I would love to know more about the RateLimit and how it works behind the scenes.

If we set maxEntrances to 100 and interval of 2 secs.

Does it limit to 100 calls in a span of 2 seconds? or does it limit 100 calls and have to wait 2 secs before it can receive 100 calls again?

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After using Warp for over a month, I am extremely positively surprised. It makes work much easier and fasterā€”I would estimate around 35% faster.

So far, I havenā€™t encountered any problems and would highly recommend it to every developer, whether beginner or professional. It turns development (events) into childā€™s play and is wonderful for organized scripters. A 100% recommendation. :heart_eyes:

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both

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I agree. It was really easy switching from default RemoteEvents to Warp.

from what iā€™ve seen, it does the 2nd one

when the first call is received, a counter is added by one and this counter only resets to 0 after (interval) seconds (using task.delay)

subsequent calls also add said counter by 1

when counter reaches (maxEntrances), no further calls are allowed until the counter resets to 0

I see! Thanks for clarifying I wasnā€™t sure at first. Iā€™m using it to replicate playing sounds and right now Iā€™m using unreliable events through Warp. Unreliable works great but Iā€™m having an issue with the small payload limit that you can send and sometimes my events get way pass the limit and drops and It drops at the moment I want to stop the sound and now the sound is still playing for other players.

With the RateLimit It can probably fix it since I can pass more data and also avoid too many calls. Because some of the soundā€™s properties are being manipulated every frame eg. Volume, Playback speed. I want it to replicate to other clients.

Invoke doesnā€™t seem to work to get information from the server

that issue relate to this

You should rollback if itā€™s a bugged version or never release it as a new version.

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New Release - v1.0.11

let me know if there any issue with this version

can i get this version with wally?

there is a type error in studio when using strict mode on .Signal(ā€˜stringā€™):Connect(ā€¦).
ā€˜signalā€™ could not be converted to {|[string]: any|}.

does not actually cause any problems, the module is just mistyped on the signal class

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1.0.12

Cool! Iā€™ll keep it in mind in case I ever make a 700 player server survival game. (only reason I wonā€™t use it sooner is because I rather not risk bugs with a third party module until I need to)