Will BridgeNet2 support unreliable remote events in the future?
Canāt wait for BridgeNet to support Unreliable Events (Hopefully)
On a separate noteā¦
Heres a quick function I made to be able to delete Identfiers:
(I wasnāt too sure how Identifiers worked, but I think this will correctly remove them, I tried to cover every basis)
-- In 'src'
RemoveIdentifier = if isServer then Server.removeIdentifier else nil,
-- In "Server"
function Server.removeIdentifier(name: string)
return ServerIdentifiers.remove(name)
end
-- In "ServerIdentifiers"
function ServerIdentifiers.remove(identifierName: Types.Identifier)
if fullIdentifierMap[identifierName] ~= nil then
identifierCount -= 1
identifierStorage:SetAttribute(identifierName, nil)
fullIdentifierMap[identifierName] = nil
for Name: string, Id: string in pairs(compressedIdentifierMap) do
if Id == identifierName then
identifierStorage:SetAttribute(compressedIdentifierMap[Name], nil)
compressedIdentifierMap[Name] = nil
end
end
elseif compressedIdentifierMap[identifierName] ~= nil then
local IdentifierName = compressedIdentifierMap[identifierName]
identifierCount -= 1
identifierStorage:SetAttribute(identifierName, nil)
identifierStorage:SetAttribute(IdentifierName, nil)
fullIdentifierMap[identifierName] = nil
fullIdentifierMap[IdentifierName] = nil
compressedIdentifierMap[identifierName] = nil
else
Output.warn('No Identifier exists with that string when trying to remove')
end
end
Iāve got plans for that dw, Iāve started development but I need buffers to release first
Do you think you could add this in your next update?
And maybe a setting to toggle off all output logs?
When approximately are you planning on releasing this? Since i was on releasing the new update with UmreliableRemoteEvents along with my christmas update.
What are bytes? Iāve seen a class called that before but Iāve never known what it does. What are packets? And what is the RemoteEvent throttle limit?
Iām just getting in to the nitty-gritty of networking. That being said, wouldnāt setting Robloxās Signal Behavior to Deferred essentially do the same batching that this library does?
can you update the documentation and make the tutorial more clear, when i try to call FireTo it doesnāt show and Iāve required the module properly.
@ffrostfall Bro you need to cook on the next bridgenet2 update for unreliable events, or else FastNet is gonna continue cooking with no competition.
i for some reasons get better performance withā¦ normal remotes?
Are you testing it correctly? You really shouldnāt be getting better performance with normal remotes.
idk i used the same datas with remotes and bridgenet2
i was sending it every frame, with remotes 5.5recv while with bridgenet2 i had 7 recv
iām making a tower defense game, and i found that sending remotes like that is far more efficient in therm of recv (no ideas why) than most other methods (ex: sending a remote when a single tower shoots), i basically just send every tower that are attacking in the current frame to the client by like āparentingā each towers id to the enemy id they are going to attack.
here in the image iām sending it using bridgenet2 which somehow gives me worse recv than using a normal remote (i already said earlier the difference). No idea if it is due to some limit in therm of speed or smth like with remotes
Have you tried sending arrays instead of dictionaries? I believe thatās where BridgeNet will outperform remotes.
If thereās a bug with this Iām cooked I wrote my whole game with BridgeNet
use Warp instead its 40% faster than bridgenet also bridgenet is discontinued i believe.
bridgenet2 is not discontinued, its just the OP (original poster) rarely update or forgot to update it on devforum, but it updates on Discord Server (Roblox OSS Community) & Github.
ok
This text will be blurred
This is still supported, itās just that thereās not many updates I can do to BridgeNet2.
I released a new networking library named ByteNet that supersedes BridgeNet2 though, based on buffers.
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.