This is still supported, it’s just that there’s 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.
If other modules are repeatedly loading I think that gives you your answer
that’s fair, (yeah it was a stupid question) just wanted to confirm. Thanks for your insight
No problem, hope you fix the issue👋
yep i tried, still was worse somehow
That sucks then. You can try using buffer modules like Zap or ByteNet which perform much better than BridgeNet2.
ok i’ll try those, thanks for the help
How would you go as to use :Wait instead of :Connect?
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)
Why are you having a server script inside a tool? That’s your own user error. Have a singular script handling it in serverscriptservice.
Is there no automatic :FireAllInRange() feature as there were in V1?
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