v2.0.1-beta
- Remove redundant type
- Fixed packing byte string to binary string issue
;
are not needed in luau or strictly typed format. Your waste inlike ~0.1s each ;
Indeed, a semicolon is not needed to mark the end of a statement in Luau. Adding semicolons is just my coding style and wonāt affect the performance and architecture. I donāt see it as a disadvantage.
No, its just useless i mean your waste like your time not the performance
Well, itās kinda become my habit, so it doesnāt actually waste my time lol
Uhh so you use a require instead of instances
Very nice release, hope you continue making/supporting this.
This is quite a nice update. I still donāt have any issues with this. Good job on this!
Thank you so much. I will continue to improve and optimize the module.
Thank you! Glad to hear that there are no issues with the module at all. If you have encountered any issues, feel free to leave a comment here or report the issues in the GitHub repository.
Iām having a problem when using Remote Function
It prints though idk why its not working
Server
local OpenEggFunction = LBConnection.RemoteFunction("OpenEgg", {TimeOut = 3, RateLimit = 60, RateLimitTime = 3})
OpenEggFunction.InvokeCallBack = function(Player, EggName, Action)
print(Player, EggName, Action)
return EggHandler.OpenEgg(Player, EggName, Action)
end
Client
local OpenEggFunction = LBConnection.RemoteFunction("OpenEgg", {TimeOut = 3, RateLimit = 60, RateLimitTime = 3})
local Result, Message = OpenEggFunction.Invoke(CurrentTarget.Value, Type)
That is due to the incorrect usage of LBConnection.InvokeCallBack
LBConnection.InvokeCallBack
is a function and it takes a function as the argument
local OpenEggFunction = LBConnection.RemoteFunction("OpenEgg", {TimeOut = 3, RateLimit = 60, RateLimitTime = 3})
OpenEggFunction.InvokeCallBack(function(Player, EggName, Action)
print(Player, EggName, Action)
return EggHandler.OpenEgg(Player, EggName, Action)
end)
LBConnection.RemoteEvent.Set
, LBConnection.RemoteFunction.Set
, and LBConnection.Bindable.Set
The v2.2.0-beta will focus on optimization.
Thank you for this.
Iāve been recently getting back into roblox development just as a side interest and it was rather disappointing how much custom work is necessary in order to work around the known issues with remotes, especially remote functions.
I was thinking about making my own custom solution that completely shoves remote functions off the table, but hey, you did the work for me!
This makes life easier.
Things Iād like to mention:
GetNearPlayer
function relies on a HumanoidRootPart to be present in the character model. This will break with custom characters that donāt have these. I suggest referencing Chr.PrimaryPart
instead.It still uses normal remotes and bindables, so itās not an alternative, like you can do this in the command bar if set in the server
First, please allow me to clarify that the term āalternateā in this context refers to an alternative approach to using pure RemoteEvent
, RemoteFunction
, BindableEvent
, and BindableFunction
. Second, my implementation does not utilize any BindableEvent
or BindableFunction
objects.