BridgeNet2, v1.0.0 | A blazing fast networking library for Roblox

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.

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When will be able to disconnect events?

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unsure- it’s so much more complicated than you think

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Preferred casing

  • PascalCase
  • camelCase

0 voters

Deleting bridges / identifiers

  • Would use
  • Wouldn’t use

0 voters

Disconnecting connections

  • Would use
  • Wouldn’t use

0 voters

Logging network traffic

  • Would use
  • Wouldn’t use

0 voters

Have you encountered bugs when using BridgeNet2

  • Yes
  • No

0 voters


me, in denial of being burnt out for months:
image
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

7 Likes

Do you cache bridgenet requests in any way?

I don’t 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 there’s some stuff I want to do, but I don’t know if it is worth it.

my main questions:

  1. Do you ever dynamically create bridges / identifiers
  2. Do you use more than 255 identifiers / bridges
  3. Would optimizations for firing one remote a frame be worth a lot to you
3 Likes

version 0.2.0


  • Removed .Hook()
  • Added :Once()
  • Added :Wait()
  • Added :StartLogging() and :StopLogging()
  • Added :Disconnect() to connections
  • “Silent” 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.

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Just needs the ability to use RemoteFunctions (or emulate them through just RemoteEvents) from Client to Server and i’ll be able to switch over!

You could easily create a wrapper for BridgeNet and add this.

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bridge:Fire({ "requestThing" })
local request
local request = bridge:Connect(function(data)
     if data[1] == "requestReply" then
          -- code here
          request:Disconnect()
     end
end)
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can you just link the wally one?

anyways great module, it even improves performance, and make better code :wink:

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oh, yeah I should do that. Thanks for the suggestion

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I think you may have forgot to add once and wait on the client.

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version 0.2.1


  • Added :Once() and :Wait() to ClientBridge
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Now the best networking library on Roblox.

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Just curious, do you have an estimated performance difference from BridgeNet to BridgeNet2 in %?

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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.

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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
3 Likes