I would like to share an issue I encountered while testing my game related to pet data on the client side. After a thorough investigation, I noticed inconsistencies in the results when I set pets[index] to nil, the pets table sometimes changes after my for-loop.
Firstly, I have noticed that passing a table through a remote event will perform like this:
local a = {
[1] = 1,
[2] = nil,
[3] = nil,
[4] = 4
}
remoteEvent:FireClient(player, a)
--[[ What we receive on the client is exactly the same as `a` ]]--
local b = {
[1] = 1,
[4] = 4
}
remoteEvent:FireClient(player, b)
--[[ on client is
b = {
[1] = 1
}
b[4] is gone
]]--
Here is the code I used:
In some cases, the code executes correctly, as shown in the following image:
However, in other cases, it produces incorrect results. When I pass the modified table to the client, all data after the first nil value is lost. This can be seen in the following images:
I am puzzled as to why the same operation produces different results. Could someone provide insight into this issue? Any help would be greatly appreciated.