Hey Gabrielle,
Starting right off, good question! Fast lanes of updating your client-side state to keep the performance of your game in check could really be delicate; say, when working with an inventory system specifically, because of the frequency of updates. Below are several ways to reduce the potential lag caused by frequent remote calls.
Update Rate Limiting
One could do this instead: update with debounce—gather changes over a short period and then fire them in one batch. This will only result in a very small number of remote function calls.
-- Add debounce time
local debounceTime = 0.5
local pendingUpdates = {}
function PlayerObject:GiveItems(loot)
if not self.data then GOES HERE
endif
warn "Player Have no Data, This shouldn't be printed" -- just being paranoid lol
end
local inv = self.data['Inventory']
for id, quantity in pairs(loot) do
if inv[id] then
inv[id] += quantity
else
inv[id] = quantity
end
end
-- Add to pending updates
if not pendingUpdates[self.plr_id] then
pendingUpdates[self.plr_id] = {}
end
table.insert(pendingUpdates[self.plr_id], loot)
-- Debounce the update
if not self.updateScheduled then
self.updateScheduled = true
task.delay(debounceTime, function()
-- Send the update to the client
Rfiles['functions'].UpdateClient:InvokeClient(Players:GetPlayerByUserId(self.plr_id), pendingUpdates[self.plr_id])
```lua
-- Clear finished updates
pendingUpdates[self.plr_id] = nil
self.updateScheduled = false
end
)
end
Using Remote Events Instead of Remote Functions
In general, remote events are more efficient than remote functions for frequently occurring updates. Remote functions will wait for a response to the server, while remote events just fire and forget.
-- Use RemoteEvent instead of RemoteFunction
Rfiles['events'].UpdateClient:FireClient(Players:GetPlayerByUserId(self.plr_id), pendingUpdates[self.plr_id])
Streaming Inventory Data
If you have large inventory data, you might want to stream it in smaller portions rather than sending it as one huge bulk. This is significantly more complicated but can vastly improve performance.
-- Stream inventory data in chunks
function PlayerObject:StreamInventoryToClient()
local inv = self.data['Inventory']
local chunkSize = 10
local chunks = {}
for id, quantity in pairs(inv) do
table.insert(chunks, {id = id, quantity = quantity})
if #chunks >= chunkSize then
Rfiles['events'].UpdateClient:FireClient(Players:GetPlayerByUserId(self.plr_id), chunks)
chunks = {}
end
end
if #chunks > 0 then
Rfiles['events'].UpdateClient:FireClient(Players:GetPlayerByUserId(self.plr_id), chunks)
end
end
Updating Only Changed Items
Only sends what changes, instead of the whole inventory. This saves a lot of bandwidth.
function PlayerObject:GiveItems(loot)
if not self.data then
warn("Player Have no Data, This shouldn't be printed") -- just being paranoid lol
end
local inv = self.data['Inventory']
local changes = {}
for id, quantity in pairs(loot) do
if inv[id] then
inv[id] += quantity
else
inv[id] = quantity
end
changes[id] = inv[id]
end
-- Add to pending updates
if not pendingUpdates[self.plr_id] then
pendingUpdates[self.plr_id] = {}
end
table.insert(pendingUpdates[self.plr_id], changes)
-- Debounce the update
if not self.updateScheduled then
self.updateScheduled = true
task.delay(debounceTime, function()
-- Send the update to the client
Rfiles['events'].UpdateClient:FireClient(Players:GetPlayerByUserId(self.plr_id), pendingUpdates[self.plr_id])
-- Clear pending updates
pendingUpdates[self.plr_id] = nil
self.updateScheduled = false
end)
end
end
Summary
-
Debounce Updates: Collect updates within an ultra-short time and fire them in one batch.
-
Use Remote Events: In scenarios with high frequency of updates, prefer using Remote Events.
-
Streaming Data: In case of big inventory, send it in parts.
-
Only Send Changes: Send only changes instead of sending the whole stock.
These methods should help reduce further remote calls and improve your inventory system performance. Good luck with your OOP experiments and your game development!
Cheers,
Patch
(Edited because code blocks are weird.)