You’re talking about the Warp RemoteEvent? Yeah, that could cause the issue. It would be very strange though. I am currently running on v1.0.9 and I have no problems anymore. I might try the latest version with a variable instead.
It is most likely going to be causing the problem as Warp.Server and Warp.Client yields.
Yeah, this seemed to have fixed it. Never use Warp.Client("something"):Fire(...)
directly!!
Hi, I was planning on using this in a game where Remote Functions would get spammed a lot,
Under load, this module used ~1.8kb/s while Roblox’s RemoteFunctions used ~1.2kb/s
Am I doing something wrong?
that normal, this remote function doesnt optimized like remote event where it get packed all in.
Switching over to version 1.0.9. In version 1.0.12, the events don’t always fire. This issue does not occur in 1.0.9.
I’m using this for a gun system, I’m wondering on the gun client, do i need to do Network.client(“Remote”… Player.Name)? I am wondering this because i think if i just do “Remote” (on both server and client to connect them) it will cause the gun to break if there are 2 or more players in the server (the remotes of other peoples gun will trigger if the other triggers it). Also, is there a way to delete the remote we create? This might cause performance issues if the player continiously resets and the script keeps creating new remotes without deleting old ones (Thats called a memory leak i think) Thanks for reading
you can try :Destroy()
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I tried using this but it just stops my code…
I added some debugging and it stops printing after i require the Warp module from a local script.
How to fix?
@Eternity_Devs Is there server-sided rate limiting available? I’m able to easily circumvent the rate limit from the client which means that exploiters can too; or are we expected to use our own implementation?
1.0.12 has middleware feature, u can try that.
Yes, i would like to get the answer to the first question too.
I want to make remotes for each tool respectfully
Nevermind, After reading Warp source code, I understand how it works now.
@scel5525pro2 To your question about unique Remotes.
I’m using this for a gun system, I’m wondering on the gun client, do i need to do Network.client(“Remote”… Player.Name)?
Yes, you need to create an Index (aka Remote) with unique Identifier (aka Name) that is aviable on both Server and Client. Stuff like Warp.Server(GUN_NAME .. "_" .. Player.UserId)
should work.
Also you must use :Destroy()
on Indexes (aka Remotes) to Disconnect all Connections
However I have noticed that Indexes are not being Garbage Collected and stay in memory even after calling :Destroy()
Ive done remote.create yayadada(“Gun”…Tool.Name…Client.Name)
I don’t know if it is a problem with me but sometimes some Signals are not registered on the client. I have tried different versions yet nothing seems to fix this issue.
Getting this issue too, it’s very annoying
seems like you dont require it on server side first.
Hi, @Eternity_Devs, I have encountered a bug in your module.
This bug never happened before, I tried switching to version 1.0.9 and version 1.0.12 but the error was still persistent.
I run this code in my script (local script) and I print the table t
and the result is this:
But when I fire the table and other values to the server and I print the result I get this strange print:
Any help is appreciated thanks!
is this always happens or just sometime? and have you also tried v1.0.11
?
What’s inside table._items
? Is it a mixed table?
If yes, then that’s the issue