1.0.6 is outdated though, check the changes from 1.0.6 to 1.0.9 to see if your issue got fixed in any of the updates past 1.0.6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 Iāll try out 1.0.9
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It works now, turns out I forgot to pass a boolean as the first arg which is why I thought it was āreversedā shouldāve read the documentation
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 itās quite buggy with receiving data. I think Iāll stick to remote events for know until this module is completely compatible.
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?
After using Warp for over a month, I am extremely positively surprised. It makes work much easier and fasterāI would estimate around 35% faster.
So far, I havenāt encountered any problems and would highly recommend it to every developer, whether beginner or professional. It turns development (events) into childās play and is wonderful for organized scripters. A 100% recommendation.
both
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I agree. It was really easy switching from default RemoteEvents to Warp.
from what iāve 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 wasnāt sure at first. Iām using it to replicate playing sounds and right now Iām using unreliable events through Warp. Unreliable works great but Iām 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 soundās properties are being manipulated every frame eg. Volume, Playback speed. I want it to replicate to other clients.
Invoke doesnāt seem to work to get information from the server
You should rollback if itās a bugged version or never release it as a new version.
can i get this version with wally?
there is a type error in studio when using strict mode on .Signal(āstringā):Connect(ā¦).
āsignalā could not be converted to {|[string]: any|}.
does not actually cause any problems, the module is just mistyped on the signal class
Cool! Iāll keep it in mind in case I ever make a 700 player server survival game. (only reason I wonāt use it sooner is because I rather not risk bugs with a third party module until I need to)