Hi, so lately i’ve been thinking about the sever-client model in Roblox. The model hampers one’s will to take full advantage of Object Oriented Programming(OOP) since it essentially forces you to have two codebases - one for the server, and the other for the client. So I’ve been intrigued with some half-though out ideas of how to streamline the process such that if you do object:DoSomething()
from the client, it would also replicated to the server without breaking the security layer that FilteringEnabled
provides. So my question is: what’re some ideas of how to implement such system? any open source libraries, etc…
Sorry if this isn’t exactly what you’re looking for but have you tried using Knit? It’s a Framework-Library hybrid meant to be a replacement for AeroGameFramework. It allows for Services, Controllers, and has a bunch of utilities to help make that connection between the client and server much cleaner.
It’s also open source on GitHub!
GitHub: GitHub - Sleitnick/Knit: Lightweight game framework for Roblox
Documentation: Knit | Knit
(Quick note: I believe this is also meant to be used with Rojo/Visual Studio Code)
Sorry if it’s not straight to your point but for Client->Server communication you can use Remotes (RemoteFunction, RemoteEvent) and for Server->Client (you would use RemoteEvent because InvokeClient is not safe to use e.g. client won’t return anything → potentional error in server).
Next thing use Folders, Attributes as much as you can (You don’t need to use Remotes then that much because you can just listen to changed signals).
That’s my advice and sorry if its not what you wanted.
Oh seems to be part of what I was looking for! Thanks for the relay!
I see; well thanks for the info