Noted, Commander was originally started as a prototype, so code was more like coded in a night rather than actually coded with proper naming convention, coding guidelines, et cetera. However, all these legacy code that does not follow Luau’s styleguide from Roblox, will be deprecated and replaced completely in the future, it’s all about the when we will have time to focus on that section
I must agree that the supercharged section is falsely, which will be adjusted later.
About the GetAsync however, as those are wrapped in a promise, the developer should be using :retry on that part, which will be eventually covered in guidelines in documentation.
About the implementation of remote events, and the caching system, those will be revised soon
We do have a plan to completely recode the server’s core to be much fluent, reactive, flexible, and organized, so using Commander will be much more painless for developers.
Edit: You shouldn’t be comparing an administration panel, with an administration console. While the source code layout may be superior than Commander, comparing something that has a way different design, isn’t anywhere ideal. It’s pretty laughable, if you happen to do so.
In addition to the edited section of your thread, which is about debugging. I agree that the error messages we have for Commander’s core is not so verbose nor informative, but again, Commander was originally coded as a prototype and was not initially made to be for public usage, that’s why those not so major factors, are not prioritized like others.
Thank you for your feedback however, we really appreciate it. Either way, there’s nothing started to be perfect at first, it takes several revises and refinements, and all these are only possible with the feedback we are having, coming from both you, and the rest of the developer community at roblox.com.
By the way, really late response but, for feedbacks like this, should be posted as an issue in our Github repository, which can be found at https://github.com/va1kio/commander/issues
This also goes to criticisms, bug reports, and feature suggestions.
Another user has started to continue the project under a “Commander Reborn” title, ergo, it isn’t going to be discontinued by the community at the moment.
Execution is fine, as long as there’s gates preventing the actual execution of the defined functions within the RemoteFunction itself. Which is what we did with Commander.
Commander has a simple if statement to check whether the Player instance has a special and unique tag that can represent their authority in Commander, which will continue running if they do. All this is done with CollectionService, even if the player edited the tag in the client context, it won’t really affect Commander as that’s how FE works.
Back to your suggestion, no. Obfuscation is a huge red flag to both trust, reliability and maintainability. At the end, there’s really no point renaming your remotes into something else. All it matters is gatekeepers and sanity checks in both context.
I would like to mention it would be much nicer and more convenient if the player search bar moved with the scrolling of the player since if you forget you have to scroll all the way to the top
Commander is by far one of my favorite open-sourced admin panel, I’ve been looking at a few admin panel’s for my new game and I thought Yeah_lily’s open-sourced admin panel was the best until I saw commander, the animations of the admin panel are very clean, it has cool functions with a cool looking UI, and I just wanted to ask… if you used any plugins for making this admin panel, please tell me! I am looking forward to seeing more stuff like this keep up the good work!