Thank you SO MUCH for this networking library. The improvements are HUGE, especially when firing from client to server, its not even CLOSE.
When I was firing 140 blank remotes from client to server each frame, my ping spiked to 9k ms, the sent was about 125kb/s. And after using BridgeNet2 my ping only spiked to like 60ms max, and the sent was only about 40kb/s.
Hi. So, while working with BridgeNet, I came across something that I can’t call a bug, but it NEED to be fixed
so, I have a defibrillator that has server and local scripts located in the tool. they establish a connection with each other, and everything would be fine, but every time after “disconnecting” one of the bridges (for example, the death of a character. after his death, when the defibrillator is equipped and two NEW defibrillator usage bridges are created) the event on the server is triggered more and more often
For example, an event on server is usually triggered once. If a player dies with a defibrillator in his hands, the event will be triggered twice on further use and so on.
if someone has a similar problem, then please help with advice
heres the code
-- Client side
local DefUseEvent = BridgeNet.ReferenceBridge("DefibUse")
--no context needed
DefUseEvent:Fire()
Server side
DefUseEvent:Connect(function(plr)
print(plr) -- prints two times is player died with def in hands
end)
Is this safe to use on StarterCharacter, what happens if a script with a referenced bridge gets deleted? or multiple scripts with the same referenced bridge?
There is a memory leak in the latest release in the ServerBridge.luau file. The self._rateMap table does not clear the player’s reference when they leave. The fix to this would be to add this section of code in the ServerBridge.luau file.