Describe the bug. Describe what is happening when the bug occurs. Describe what you would normally expect to occur.
In Play Solo mode on Studio, requiring a module on the server then requiring the same module on the client will return a cached result from the server. In Start Server/Live Games this doesn’t happen
In the repro file, it prints ‘Server - true’ and ‘Client - true’ when you Play Solo. Now go into Start Server and it prints ‘Server - true’ and ‘Client - nil’ and the same with live games.
This isn’t a cached result. It is apparently. Play solo is a special hybrid mode in which client and server code coexist. This is why an accurate FilteringEnabled environment cannot be ran in play solo, hence the existence of test servers.
This is a cached result. The rest of what you say is true. The cached results are shared between server/client in Play Solo because it is a hybrid.
It would be nice if we had a sort of “fast test server” that looked like Play Solo but ran a hidden server in the background and would show output logs for both the server and client in the window.