Warp - very fast & powerful networking library

??? Did i do something wrong?
2d1f1ec2fa7d3319ea520cc4c72e3273

Use Userid instead of id. Every player has an Userid property and not an id property.

thats the Warps module error and not one of mine. All ive done is used the “Fires” function in Warp.

what version did you use? and can u show how u use the function?

This text will be blurred

I suggest you to add method to Fire all players except one, i modified your module so it look like this
изображение

hi i found a bug where if someone leaves the game the modules script gets stopped so that means like every event wont work until another player joins and then the script will run again
it happens to both my games
heres a post i found on the forums since its a roblox issue Player leaving stops code - #7 by This100Times

also sorry if i sounded like a idiot like 30 days ago

the issue doesnt happens to me, might just be yours.

ok ill look into my own code.


v1.0.6

Hi. Sorry for not responding. The cause of this error was caused by me. Also could you make it warn which script which requires warp is yielding? im currently having a hard time debugging :frowning:

I might be wrong, but I don’t think you can detect that.
The only way you’d be able to do that is warning in every script you’re requiring it, before the line it requires.

if u asking which functions that yields then its

-- yields
Warp.Client(...)
Warp.fromClientArray(...)
Event:Invoke(...)
Event:Wait()
Event:Fires(...) -- short yield
Event:FireExcept(...) -- short yield

I couldn’t initially identify the root cause, so I decided to redo the transition from RemoteEvents to Warp. The issue has been resolved, and everything is functioning smoothly now. Appreciate your module!

its not possible to make like this.

hey could you also add the FiresWithDistance function i suggested, i hate having to readd every update

It’s probably faster and easier if you just do a wrapper that relies on his module, so you don’t need to re-add it when he updates, you’ll have to overwrite the module inside it with the updated one.

It’s just a suggestion though.

1 Like

1.0.7

  • use --!optimize 2
  • replaced string.pack to buffer instead
  • updated graph benchmark

note: pushing update to github seems not updated correctly, i suggest use .rbxm file instead

1.0.8 (pre-release)

Hello, thanks for sharing with this networking library, I really liked the API and how simple to use it but unfortunately I faced into a problem when ping for our players was constant 1000ms+. When I removed Warp and replaced with default remotes it came back to normal (No network request spamming was in our scripts). Any idea why it happened? Ratelimits was set and we only used Warp in our clan system (other systems was not updated to Warp and still utilize default Remote instances) where network requests is not being used often. Our 2/3 were affected to this weird network latency (3rd game has not used Warp). Version that was used is 1.0.6.
Maybe if I share our client/server code with you in PMs will help you a lot, just inform me.

PS: Also it was fine in testing, problem only appeared after Warp was under use of 100+ players experience

interesting, could you sent your code in pm? also could u do scriptprofiler? did u use :Fires function on server?

1 Like