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.
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.
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.