[ARCHIVED] Warp - very fast & powerful networking library

its possible to multiple connections (:Connect) but i suggest to dont for Invoke usage.

-- Script1
Remote1:Connect(function(player, ...)
end)

-- Script2
Remote1:Connect(function(player, ...)
end)

-- LocalScript1
Remote1:Fire("hello") -- this will sent to Remote1 connections (:Connect)
Remote1:Invoke(...) -- i suggest to dont do this on multiple identifier connections (:Connect) due its invoke where it receiving.

Well yeah I know, but lets say if you use two different callback, it will return the latest callback. So what I want is when :Invoke it only triggered the invoke callback. Is it possible?

1 Like

its not possible.

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nvm im stupid.
just 30 more. please ignore

short msg

??? Did i do something wrong?
2d1f1ec2fa7d3319ea520cc4c72e3273

Use Userid instead of id. Every player has an Userid property and not an id property.

thats the Warps module error and not one of mine. All ive done is used the “Fires” function in Warp.

what version did you use? and can u show how u use the function?

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I suggest you to add method to Fire all players except one, i modified your module so it look like this
изображение

hi i found a bug where if someone leaves the game the modules script gets stopped so that means like every event wont work until another player joins and then the script will run again
it happens to both my games
heres a post i found on the forums since its a roblox issue Player leaving stops code - #7 by This100Times

also sorry if i sounded like a idiot like 30 days ago

the issue doesnt happens to me, might just be yours.

ok ill look into my own code.


v1.0.6

Hi. Sorry for not responding. The cause of this error was caused by me. Also could you make it warn which script which requires warp is yielding? im currently having a hard time debugging :frowning:

I might be wrong, but I don’t think you can detect that.
The only way you’d be able to do that is warning in every script you’re requiring it, before the line it requires.

if u asking which functions that yields then its

-- yields
Warp.Client(...)
Warp.fromClientArray(...)
Event:Invoke(...)
Event:Wait()
Event:Fires(...) -- short yield
Event:FireExcept(...) -- short yield

I couldn’t initially identify the root cause, so I decided to redo the transition from RemoteEvents to Warp. The issue has been resolved, and everything is functioning smoothly now. Appreciate your module!

its not possible to make like this.

hey could you also add the FiresWithDistance function i suggested, i hate having to readd every update