I was initially thinking this is the go-to networking library for low ping and bandwidth because it was better stats than the other libraries. But after experiencing the bug with 1.0.8 literally firing every single remote, it suggests that this library may not be tested, and therefore this library may not be reliable.
Iām going to switch to a different networking library until this becomes more reliable.
I first used version 1.0.8, but it is broken. When i called event:Fire(), it fired to every single event, not just the event i wanted it to.
Then, I switched to version 1.0.7, and it had 2 warnings in Script Analysis:
The thing is that both of these issues could have been avoided if the creator actually took some time to test the module, and take a look at script analysis before publishing the update.
I fully agree, this bug was a very clear message to us, users, that this is not being tested thoroughly before release, which is a huge source of distrust.
I like using this library, but I might need to keep it to the side until it gets reliable enough to be used in production efficiently, regardless of player count.
For now I will be using something else while keeping an eye on the progress here.
I have tested multiple times on 1.0.8, no duplication occurringā¦
I really like Warp, with its simple interface and fast setup.
I cannot replicate any of the bugs mentioned above, if there were any at all they were probably squashed.
i dont know and not sure for newer version that fixes ur issue or not because u said it happens when 100+ players active. its 100 players each server or total?
Server size is 100. Average number of players for each server is 70. Iāll give another try to your library on our upcoming game, havenāt tested new version yet
It just doesnt work IN-GAME it only works in STUDIO PLAYTESTS, ran a few tests with roblox remote events and warp seemed to be the problem so I switched back to them. Basically the FIRE only worked in studio playtests and never in-gameā¦ got no errors