ByteNet
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An advanced, modern networking library for Luau/Roblox
I am sending the client printed CFrame value to the server and then printing it server side. The value on the server side does not match the one the client...
Packet type has method `sendToList` defined, but this method does not exist (should be sendToPlayers). It is also missing `sendToAllExcept`. Corrected type: ```lua type Packet = { sendToAll: (data: T)...
Checking out your current encode/decode logic the system seems neat and could be relatively easily adjusted to drop the need for dynamically growing buffer object by allocating just the right...
When trying to fire an event on `PlayerAdded`, the channel for the player isn't created yet and the code errors. This is due to the lack(?) of ordering for `PlayerAdded`....
When you send data immediately after a player joins, an error is produced: `ReplicatedStorage.ByteNet.process.bufferWriter:148: attempt to index nil with 'size'` The code used: ```luau local ByteNet = require(game.ReplicatedStorage.ByteNet) local packets...
For the ByteNetStorage, ByteNetReliable, and ByteNetUnreliable objects in ReplicatedStorage, you should set the Archivable property to false, otherwise they will remain in ReplicatedStorage as garbage for games that use SavePlaceAsync...
Replace [ffrostflame.github.io/ByteNet/](https://ffrostflame.github.io/ByteNet/) with [ffrostfall.github.io/ByteNet/](https://ffrostfall.github.io/ByteNet/)
I think the typing should switch from player?: Player to player: Player. This is because some arguments require Player, but the listen method returns Player | undefined which triggers the...
More info soon: ```lua -- LocalScript in a tool local ReplicatedStorage = game:GetService("ReplicatedStorage") local ToolNetwork = require(ReplicatedStorage.ToolNetwork) script.Parent.Activated:Connect(function() ToolNetwork.Activate.send({ direction = workspace.CurrentCamera.CFrame }) end) ``` ```lua -- definitions local ReplicatedStorage...
The documentation is pretty brief, some things that could be expanded on... 1. What is the significant of namespace? Can all packets have the same namespace or the namespace should...