Stack traceback through remotes

If a remote listener errors on the server, you don’t know exactly where the signal came from. I want to know what line of what script on the client sent the signal that caused the error.

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Perhaps an option for this in the studio settings?

I don’t know for sure, but I believe this would be adding a little bit more extra data per remote call. Which could definitely add up in games which have heavy networking.

edit:
Now that I think about it, this seems pretty tough to accomplish since the Lua would be running in separate threads for server/client. Chances are, the sending side would have ended by the time the receiving even starts. You would have to save the call stack in memory awaiting any errors.

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Well that’s the least of the problems. If it’s a RemoteEvent, it would never show the client stack anyway, as it’s just an event. RemoteFunctions are left over, which is ok, as they yield the InvokeServer/Client call (and thus keep the stack) until they receive something, either an error or a result.