BridgeNet | Insanely optimized, easy-to-use networking library full of utilities, now with roblox-ts! | v1.9.9-beta

Yeah unfortunately tuples with nil would result in a massive amount of data being taken :frowning:

Tysm for the compliments though! Iā€™ll definitely add in your case to the documentation.

EDIT: Nil parameters will likely be supported in the next update- I can just make it an identifier.

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it look likes BridgeNet.CreateBridgesFromDictionary doesnā€™t work and doesnā€™t exist but in the api it does



Iā€™m using the newest version 1.6.5-beta of the module.

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Think this might be due to a version mis-match, try updating to 1.7.5?

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1.8.5-beta

Get it here or from the Roblox marketplace.

  • Added better performance profiling
  • Added ExceededTimeLimit signal
  • Added InternalError signal (Unused for now)
  • Added server-sided middleware (no typescript support yet, sorry ): [UNSTABLE]
    • Added :SetMiddleware()
    • Added :AddMiddleware()
    • Middleware will be added to the client soon enough
  • Added .CreateIdentifiersFromDictionary
  • Added .WaitForIdentifier, client-sided only.
  • ReceiveLogFunction and SendLogFunction are now stable and ready to be used
  • Fixed symbols for roblox-ts(?)
  • Improved typings for Luau
  • Better error handling

Whatā€™s up next?

  • Rate limiting (most likely in the next update!)
  • Better API for ā€œcentralizingā€ your Bridge objects (e.g. adding middleware in .CreateBridgesFromDictionary)
  • Typechecking
  • Preset middleware functions. Youā€™ll be able to pick and choose what you want! These presets will most likely include compression techniques.
  • Better error handling and logging- pretty much debug modes.
  • Potentially HttpService utils.
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1.8.6

Small update. Get it here or from the Roblox marketplace.

  • You can now pass nil in as an argument and it will be nil (Thank you @Bailyeatspizza)
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1.8.7

  • Hotfix for the above

1.9.8-beta

Get it here or from the Roblox marketplace.

  • Switched for loops to be generics for consistency. This should help performance.
  • Switched time limit to be .5 milliseconds
  • Fixed Bridge:Destroy()?
  • Type improvements
  • BridgeNet.Started has been added
  • Middleware fixes. Should be stable now! :tada:
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Iā€™m having a problem converting to newer versions specifically anything after the default send/receive rates. I keep getting [BridgeNet] waiting for (Deposit) to be replicated to the client. When it never said that before and I canā€™t seem to figure out why because when I switch back to the older version it seems to work.

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Can you give me more info? This doesnā€™t mean much alone. What is ā€œDepositā€ in this case? Is it a bridge?

Yes Itā€™s a bridge. I started the client bridges on a local script in replicated first. I create bridges on both server and client but it says itā€™s waiting for it to be replicated to the client.

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Can you check the AutoSerde folder? There should be an instance with your bridgeā€™s name.

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Itā€™s infinite yielding for the folder, I saw it but didnā€™t know what AutoSerde was for until you mentioned it.

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You need to call BridgeNet.Start on not-replicated-first I guess?
I recommend single-script architecture. I have no idea what calling BridgeNet in ReplicatedFirst will do.

Thank you I appreciate you for the help!

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Hey, I donā€™t know why but Iā€™m having this issue and itā€™s breaking my script.
image
And it wont transfer any information to the server.

On the start of the script I define all the variables I need, including the bridge which isnā€™t replicated.


CLIENT ^


SERVER ^

No other bridge is having this issue and itā€™s the only part of my script not working (when I use the ā€œPlaceBlocksā€ bridge

The client script is in StarterGUI and itā€™s always being loaded in, so how is the bridge not replicating?

Yes, I updated to version 1.9.8 Beta
Whatā€™s the issue? Iā€™ve been stuck on this for hours.

Also, sometimes the bridge gets replicated on rare occasions, itā€™s very inconsistent.

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Hey, what did you do ā€œincorrectlyā€? from my tests by just running the script in a loop I have found that BridgeNet is slightly slower.

correct me if im wrong, but this module isnt for optimizing speed, but rather recieve data and send data because roblox remotes are old and sends so much data (even if your sending a simplr string)

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I mean, looking at Send and Recv the difference is almost none, and ping is if not higher using Bridge.

I would really like to use this module but I donā€™t exactly know if this has a certain ā€œuse caseā€ or I am not testing it properly.

I had the same problem and I went back to version 1.5.5 and messed with the BridgeNet codes, the error stopped and the variables go straight to AutoSerde, everything working just fine. But I recommend waiting for the new update.

You have to call start BridgeNet.Start on the server too.

1 Like