Is there a way to bridge a RemoteFunctions?
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?
I don’t think anything bad would happen but I’m not 100% sure.
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.
Players.PlayerRemoving:Connect(function(player: Player)
self._rateMap[player] = nil
end)
The installation page does not exist
The developer has changed their username on GitHub, so the link for the installation page is changed Installation | BridgeNet2
I don’t know what happened, but now when using this it makes no difference compared to regular remote events?
Is it me, or is it not working?
I have like 6 bridges in my game, and when 1 LocalScript fires an Event, it calls 2 or 3 bridges that are NOT the same name
Here i fire a spawn event
And 2 events fire
this and the other event
Another issue: (A version of this is on the Github issues) If you have a single bridge using InvokeServerAsync
in two different places, both calls will return the same result.
Example…
You have a bridge called “GetThings”. You arrange the arguments in such a way that one of them describes what to get e.g. sounds, images, colors.
In your SoundData script you call: GetThings:InvokeServerAsync("sounds")
, and at the same time in your ColorData script you call: GetThings:InvokeServerAsync("colors")
.
Whichever operation finishes first will be the return for both. If colors finishes, your sounds fetch will return colors and vice versa.
The workaround here is to use different bridges for different InvokeServerAsync
operations.
Use byteNet now Bridge net is no longer supported or probably not even working, ByteNet is BridgeNets successor ByteNet | Advanced networking library w/ buffer serialization, strict Luau, absurd optimization, and rbxts support. | 0.4.3
You can find them here: https://ffrostfall.github.io/BridgeNet2/
ffrostflame changed github username to ffrostfall
How’s the disconnect thing progress?
For any future readers, BridgeNet has been archived and is no longer supported. There is ByteNet which is created by the same person but does lack a lot of features and hasn’t been updated since March 2024.
Update:
An improved version of ByteNet that’s currently being updated is available,
this cannot send tables or numbers completly useless
seems like a skill issue
picking bone with a post made 2 years ago is crazy
I am reversing my decision to archive this project, and will have an update Soon
unexpected comeback?! what made you return to this over working on ByteNet, isn’t that more efficient?
Please bro, these other networking modules are overcomplicated