Hey, I got a small question about the Invoke methods.
If I Invoke the Server how would I receive it on the Server?
As I would usually do RemoteFunction.OnServerInvoke = function()
-- Server
local Event = Warp.Server("Test")
Event:Connect(function(player, argument: string)
return argument == "Ping!" and "Pong!" else "What?" -- just add a return statement here.
end)
-- Client
local Event = Warp.Client("Test")
while true do
print(Event:Invoke(2, "Ping!")
task.wait(0.5)
end
I got a question too, is it a good idea to use Invoke() as an alternative to Fire()?
So I can easily switch it from RemoteEvent to RemoteFunction by changing one argument
Purpose:
Client → Server
Example:
Remote:Invoke(0, Data) – RemoteEvent
Remote:Invoke(1, Data) – RemoteFunction
im not recommending using too much on Invokes.
What if I have a Module script which gets required by both Server and Client, and in the Modulescript, I have a remote set, how would I use it as I only got the option to choose between Warp.Client and Warp.Server
u can use RunService, RunService:IsServer()
& RunService:IsClient()
Hey, I got a small problem with using Warp.Client(“”) in a local script.
I have around 10 RemoteEvents set with Warp.Client, and it delays script execution by almost 5 seconds, I might use a bit to much RemoteEvents, but is there any way I can improve this part of my script, without reducing the amount of Remotes?
The :Destroy() method throws this error in this version
Probably since self._buffer:remove() is already called after being added to ServerProcess
Happens on both server and client
yea i kinda have the same issue, my script gets a little slowed down slow whener i use this.
Always declare on the server first.
I prefer to keep 2 Scripts on the server now.
1 the main game loop and stuff and the other Warp.
I declare all the “remotes” there to cache and avoid yielding clients whatsoever.
local cache = {
-- Inventory
ItemsInventory = Warp.Server("ItemsInventory"),
Settings = Warp.Server("Settings"),
-- Quests
GetQuests = Warp.Server("GetQuests"),
Quests = Warp.Server("Quests"),
}
v1.0.13
- Fully integrate with
buffer
toreliable
&unreliable
- Faster yielding on SerDes & RateLimit
- Expanded Buffer Util & Added Serialization
- Removed
Logger
feature - Removed
Middleware
feature
Warp.rbxm (16.5 KB)
change it to
for Identifier: string in registeredIdentifier do
and the buffer doesnt support instances
Really good module in terms of optimization but i have a one problem that I have encountered with the type of the Signal. When making Warp.Signal(), it returns a type “signal” but in the types module, the signal type is called “Signal” and doesnt not match.
republished v1.0.13 contains new fixes (+ support more types to buffer serialization…)
and v1.0.13 now also available on wally package.
Supported data type for buffer using v1.0.13:
- CFrame
- Vector3
- Vector2
- Color3 (fromRGB)
- BrickColor
- Integer
- Float
- String
- Boolean
- Nil
- Sequential & Non-Sequential Table
- Standard Instance (with Attributes)
- Enum
- EnumItem