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

Hey just to mention an edit I have been making.

For every update I have just been making an edit to define a location for the Remote Events to be parented to, rather than BridgeNet creating a Folder and parenting the Remote Events to that.

I just think it would be cool if there was a way to define a Network Folder beforehand without having to make any code edits.

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Will there be BridgeNet2 for roblox-ts?

Whats the difference between a signla module and a networking library? And why should we use this over others?

Please utilize the forum features.

I did and pretty much didn’t find the answer to the 1st question and a rough answer to the 2nd.

@ffrostfall Will there be an npm library of BridgeNet2 for roblox typescript?

No offense, but if you don’t know the difference between a signal module and a networking library then this module isn’t for you yet. Come back after you have used RemoteEvents.

No i’ve used remote events and all that stuff in my OOP, I don’t even know what’s either which is why im asking.

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A signal module can be used in place of bindable events, networking modules are wrappers for remote events/functions.

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Thank you for an useful response!

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How does this actually reduce network usage?
I’d love to hear a detailed explanation on it since I was looking for ways to optimize networking myself.

I find the library very interesting, though I’m more of a “I’ll do it myself” kinda guy so instead of using it I want to learn from it.
But it’s large codebase and some parts of it are… a bit unclear to me so I struggle understanding some code and why it’s there.

I’d like to learn how this system works so I can implement things myself or design it in ways that fit my personal needs.

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bro just look at the post

It seems like “Best Practices” page (https://ffrostflame.github.io/BridgeNet2/docs/Tutorials/Best%20Practices) is broken.

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The best library i’ve ever used. It solved many problems in my game. Thank you so much

Hey so this module doesn’t wrap remote functions right? The creator should consider doing that…

It is. Here is example.

-- Server
local BridgeNet2 = require(<bridgenet path here>)
local Bridge = BridgeNet2.ServerBridge("Bridge")

Bridge.OnServerInvoke = function(player: Player, content: any)
  return true
end
-- Client
local BridgeNet2 = require(<bridgenet path here>)
local Bridge = BridgeNet2.ClientBridge("Bridge")

Bridge:InvokeServerAsync(true) -- single argument
Bridge:InvokeServerAsync({true, false}) -- multi argument
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so what this module does a overall summary is that it optimizes remote events by converting all arguments to strings because they cost less ? it also instantly disconnects connected RBXScriptSignals after using making it quite hard for Hackers to crash servers?

it has a rate limiter and also a data packets limiter ?

down side is that it can severely cause delays between client and server if there is Lots of firing of the same event ?

correct me if i am wrong please i am just trying to wrap my head around what this does

Thanks the docs didn’t mention anything about this!

YAY FINALLY RELEASED, Important question does bridgenet 2 have any remotefunction functionality to it?

Nvm scrolled up and found the answer

What about adding support for Axen’s compression module? I tested BridgeNet2 and the compression module together and it seems like receive have reduced for 2 times: 5.93 → 2.88 KB/s.

For example you can add method :ReferenceCompressionBridge() which will make bridge that is specially used for compression requests. Yes, some time will be spent for compression before actual request sending, but why not if it reduces receive so hard.

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