Any updates on disconnecting events?
This is good for production use right? And BridgeNet2 is better than FastNet2 still as well? I really liked BridgeNet1 and would hope its still on top.
When will be able to disconnect events?
unsure- itâs so much more complicated than you think
Preferred casing
- PascalCase
- camelCase
0 voters
Deleting bridges / identifiers
- Would use
- Wouldnât use
0 voters
Disconnecting connections
- Would use
- Wouldnât use
0 voters
Logging network traffic
- Would use
- Wouldnât use
0 voters
Have you encountered bugs when using BridgeNet2
- Yes
- No
0 voters
me, in denial of being burnt out for months:
Sorry about that. I tried to force myself to code but it ended up making me not want to code even more. you live you learn I guess
Do you cache bridgenet requests in any way?
I donât know what you mean by this. like do I cache the data? in which case, no.
BridgeNet2 never ever touches what the dev sends
If you use BridgeNet2 please send me a DM on devforum and tell me about how you use it, what features you use. I really need some info on this because thereâs some stuff I want to do, but I donât know if it is worth it.
my main questions:
- Do you ever dynamically create bridges / identifiers
- Do you use more than 255 identifiers / bridges
- Would optimizations for firing one remote a frame be worth a lot to you
version 0.2.0
- Removed .Hook()
- Added :Once()
- Added :Wait()
- Added :StartLogging() and :StopLogging()
- Added :Disconnect() to connections
- âSilentâ logs will display only in studio
- Added single-player targeting
On a side-note, I updated and improved the documentation. Thank you @uhteddy for a PR improving documentation.
Just needs the ability to use RemoteFunctions (or emulate them through just RemoteEvents) from Client to Server and iâll be able to switch over!
You could easily create a wrapper for BridgeNet and add this.
bridge:Fire({ "requestThing" })
local request
local request = bridge:Connect(function(data)
if data[1] == "requestReply" then
-- code here
request:Disconnect()
end
end)
can you just link the wally one?
anyways great module, it even improves performance, and make better code
oh, yeah I should do that. Thanks for the suggestion
I think you may have forgot to add once and wait on the client.
Now the best networking library on Roblox.
Just curious, do you have an estimated performance difference from BridgeNet to BridgeNet2 in %?
Also, just wanted to mention that you should probably allow Once
connections to be disconnected and add a .Connected
property to the return of a connection. Other than that, the module is basically complete and identical to the RemoveEvent
API.
I noticed that you spelled MergeArrays
wrong here:
for identifier, value in toSend do
if loadingPlayersQueue[plr][identifier] == nil then -- Reconciliation
loadingPlayersQueue[plr][identifier] = value
else
TableKit.MergeArray(loadingPlayersQueue[plr][identifier], value)
end
end