Getmetatable returns nil

I have this modulescript that contains information of a tool I’m making

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ToolHandler = {}
ToolHandler.__index  = ToolHandler
local ToEvent = ReplicatedStorage.Remotes.Events.ToEvent
ToolHandler.localPlayer = game.Players.LocalPlayer

function ToolHandler.CreateTool(TABLE, player, tool)
	local newTool = setmetatable({}, ToolHandler)
	
	local character = player.Character

	newTool.Info = {
		owner = player;
		toolType = tool.Name;
		m1 = 1;
		m2 = false;
		cooldown = false;
		damage = 7
	}
	
	
	return newTool
end

--function ToolHandler.Attack(tool)
--	print("rreo")
--	if ToolHandler.CheckCombo(tool) == false then return end
--	ToEvent:FireServer(tool, "Attack")
--end

--function ToolHandler.CheckCombo(tool)
--	if tool.cooldown then return print("Tool on cooldown") end
--	local oldM1 = tool.m1
	
--	wait(1)
--	if tool.m1 == oldM1 then -- Reset combo after 1 second if function not called again
--		tool.m1 = 1 return false
--	end

--end
--function ToolHandler.RemoveTool(tool)
	
	
--end
return ToolHandler

I have this issue when I try to print the metatable from a local script it returns nil, but when it’s from the server it gives me the information I want

newTool = CreateToolEvent:InvokeServer()
	print(getmetatable(newTool)) -- Prints nil

I use a remote function to return the newTool back to the client
When I print newTool it prints everything from newTool

It’s because there are restrictions to what kind of data you can send across remotes. It cannot send metatables and will just remove it for any table you pass through it, hence getmetatable returning nil.

Read the documentation:

I see… Is there some sort of get around?

You need to figure out a way to properly serialize your custom class objects. Instead of trying to send over the entire object, send over the information needed to reconstruct it on the client side. Essentially, you are trying to recreate the Roblox replication system.

Below is an example from one of my own projects. I have a class called Gun, and one of the methods is :CloneData(), which returns a table with all the valuable data attributed to that particular object:
image

When a new player joins, it will send a remote to the server asking for the serialized data of all of the Guns in the game:
image

And then the client will receive all of those data and use it to reconstruct the Gun objects.

Trying to synchronize custom class objects like this can be a challenge though. If a property of an object changes, you have to reflect that change to all the clients by sending another remote telling each client to also change the value in their own registry.

The same goes for deleting objects; the server will have to tell all clients that a particular object has been deleted.

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.