[ARCHIVED] Warp - very fast & powerful networking library

Hello, I have some concerns about this library. It seems that there’s a relatively long delay in remote events. Is this normal?

I tested in both the real game and Roblox Studio. These are 2 remote calls, one to the server, and one back. In my code, there’s no delay whatsoever and everything happens instantaneously.
(Studio footage:)
e1099d1e2f89a25c481d01792ddec164

From client to server delay:
afbeelding

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yeah that happpend to me aswell, it was like a seconrd or 2, i just reverted back to the older version till its fixed

What version exactly? I will not use Warp with this obnoxious delay.

which version did you use?
seems like this doesnt happens to me.

im using 1.0.9,the delay started 1.0.11

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I’m still on 1.0.9, everything as smooth as butter.
The new updates haven’t prompted to update as they are bloated ones imo

The latest version. I will try using the older versions.

Yes I am using 1.0.9 right now and it’s completely normal now. You should look into the changes made in v.1.0.10 that might be causing these issues. Other than that, I think this module is pretty good. :slight_smile:

afbeelding

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weird, but >1.0.11 version has better server efficiency for larger server scale.

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yeah but somehow theres an delay somewhere

Seems like Invoke also had some issues, switching to 1.0.9 seemed to resolve the issue

me when still on 1.0.6, forked. :sunglasses:

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You’re most likely doing Warp.Client(“SkinTone”):Fire(true, “1A”) or something along that everytime the button is clicked rather than storing it as a variable.

You’re talking about the Warp RemoteEvent? Yeah, that could cause the issue. It would be very strange though. I am currently running on v1.0.9 and I have no problems anymore. I might try the latest version with a variable instead.

It is most likely going to be causing the problem as Warp.Server and Warp.Client yields.

Yeah, this seemed to have fixed it. Never use Warp.Client("something"):Fire(...) directly!!

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Hi, I was planning on using this in a game where Remote Functions would get spammed a lot,
Under load, this module used ~1.8kb/s while Roblox’s RemoteFunctions used ~1.2kb/s

Am I doing something wrong?

that normal, this remote function doesnt optimized like remote event where it get packed all in.

Switching over to version 1.0.9. In version 1.0.12, the events don’t always fire. This issue does not occur in 1.0.9.

I’m using this for a gun system, I’m wondering on the gun client, do i need to do Network.client(“Remote”… Player.Name)? I am wondering this because i think if i just do “Remote” (on both server and client to connect them) it will cause the gun to break if there are 2 or more players in the server (the remotes of other peoples gun will trigger if the other triggers it). Also, is there a way to delete the remote we create? This might cause performance issues if the player continiously resets and the script keeps creating new remotes without deleting old ones (Thats called a memory leak i think) Thanks for reading