It seems like the backend of the ReplicaService is causing the Replica:Destroy() function to not properly removing the Replica from the CreatedClassTokens table. I found a fix which is going to the DestroyReplicaAndDescendantsRecursive function or line 373 in the ReplicaService module script and I added this line of code which solves the issue of erroring that this class token has been created upon calling ReplicaService.NewReplica() with the same name for the Replica ClassToken, and destroying the replica and creating the same replica with the same ClassToken name.
This is the forked version of the DestroyReplicaAndDescendantsRecursive function:
local function DestroyReplicaAndDescendantsRecursive(replica, not_first_in_stack)
-- Scan children replicas:
for _, child in ipairs(replica.Children) do
DestroyReplicaAndDescendantsRecursive(child, true)
end
local id = replica.Id
-- Clear replica entry:
Replicas[id] = nil
-- Cleanup:
replica._maid:Cleanup()
-- Remove _creation_data entry:
replica._creation_data[tostring(id)] = nil
-- Clear from children table of top parent replica:
if not_first_in_stack ~= true then -- ehhhh... Yeah.
if replica.Parent ~= nil then
local children = replica.Parent.Children
table.remove(children, table.find(children, replica))
else
TopLevelReplicas[id] = nil
end
end
CreatedClassTokens[replica.Class] = nil
-- Swap metatables:
setmetatable(replica, LockReplicaMethods)
end
Wow, that appears to be working, thank you!
It appears you found a bug and patched it?
This fix could be worth patching the original Replicaservice with. I can’t be the only one running in to this problem? I simply don’t know if I coded something strange or the problem was only with Replicaservice. If the problem was Replicaservice then more people must have ran into this bug before.
Why even use Replica.Class as a data carrier for UserId when you also have Replica.Tag and Replica.Data. Your solution is the equivalent of literally giving every Player instace in a roblox game a different ClassName.
Class tokens should be declared outside of replica creation and reused every time a replica representing that class is defined.
In your scenario the class token has to be called just “Player” and be set to it’s own variable OUTSIDE of ReplicaService.NewReplica(). Afterwards you pass that same variable to the ClassToken parameter.
I’ll correct my minimal example to have the class token declared outside the .NewReplica() function to avoid confusion.
Check the parent of the character model when .CharacterAdded fires - If the model is not inside the DataModel, the instance reference will not replicate to clients.
Love the module.
I’m using it in combination with ProfileService and after getting into it it is really intuitive.
As someone mentioned before, a ReplicaRemoved listener would be useful.
ProfileService has no ReplicaService-related integrations and will attempt to save Profile.Data members as they are.
Profile.Data should only contain references to Replica.Data tables instead of Replica objects themselves. Consequently, it’s impractical to nest replicas for profiles as you’ll probably end up replicating some data twice through multiple replicas, but you can have a flat hierarchy of multiple replicas per profile.
I currently have this which from my understanding is the data you wanna send/replicate to the client
local Replica = RS.NewReplica({
ClassToken = RS.NewClassToken("Stats"),
Data = {
FP = Profile.Data.FP, --(fighter points) basically indicates your skill and where you are in your rank
Rank = Profile.Data.Rank, --rank name
Wins = Profile.Data.Wins,
Loses = Profile.Data.Loses
},
Replication = Player,
})
And then I tried testing how to change values with :SetValues I basically just copied the code from the docs, but kept getting an error saying “attempt to index nil with ‘FP’” I’m guessing it has something to do with {“Data”} so not sure should go here.
And then I also tried testing :ListenToChanges, but I just have no idea what this means nvm I realized this is supposed to be on the client I was using it the wrong way
I have a class for game data and replicas for the contents of that game data. It’s like this:
Class: GameData
Replica: Items (table)
Replica: Worlds (table)
I was wondering if this is a good way to implement it into ReplicaService and what mutator should I use to completely overwrite a replica’s data with a new table?
It’s hard to mess things up. You should only be concerned about rapidly changing large amounts of data, but even that is unlikely when you have around a 30 - 60 KB/s of constant data budget. You can actually get away with replicating megabytes of data, but it should only be done when the game is loading new areas and the player is supposed to wait cause you’re going to notice the game freezing up for a bit.
You should apply “if it works - it works” mentality here and just take a look at your game network usage once in a while.
You should be able to set Replica.Data to a new table inside a write function mutator, though I wasn’t intending it to support that.
Here’s my implementation. I don’t think it’s very good, but I’m not sure how to improve it either.
local ReplicaController = require(MGMDL.ReplicatedModules.Madwork.ReplicaController)
local RequiredConnections = 2
local ConnectionCount = 0
return function(Count)
ConnectionCount += Count
if ConnectionCount >= RequiredConnections then
ReplicaController:RequestData()
end
end
If you’re updating the entire Pets table through Replica:SetValue({“Pets”}, value) instead of Replica:SetValue({“Pets”, key}, value), you’re not going to trigger the new key listener. Likewise, doing the latter variant will disable the Pets table change listener since the table reference would remain the same.
I’m a bit confused, why is it necessary to not add on more listeners once you have requested data? It is making it a lot more hard to use for my states system, where when each player joins they get assigned a state. Sorry for the trouble, otherwise great module though!
I second this. It makes it a lot harder to build ReplicaService as a dependency for one of my game system’s modules because I’m not guaranteed that any of the scripts will definitely call the ‘Request’ function on the controller module. This means that even if I wanted to, I can’t create portable modules to use across multiple games.
I have a question about the efficiency of an application of this module.
I have a stat called “Time Played” in my game, which goes up one for every player in game every second. I also have a custom player list, which is sorted in descending order by Time Played.
I have other stats that don't go up every second, but go up fairly often for each player. Currently I'm replicating data to the client for use in the player list like this:
Would creating a Replica for every player to store their data, and having each replica replicate to every client be more efficient? Or would it be less efficient?
Most of these data points you speak of will have negligible impact to memory and network bandwidth use - you’ll have a hard time even seeing them show up in the performance stats.