@flamework-experimental/core 2.0.0-alpha.3 → 2.0.0-alpha.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +11 -6
- package/docs/README.md +63 -0
- package/docs/guide/01-getting-started.md +334 -0
- package/docs/guide/02-modules.md +254 -0
- package/docs/guide/03-providers.md +423 -0
- package/docs/guide/04-lifecycle-events.md +423 -0
- package/docs/guide/05-components.md +793 -0
- package/docs/guide/06-networking.md +614 -0
- package/docs/guide/07-macros.md +332 -0
- package/docs/guide/08-plugins.md +203 -0
- package/docs/guide/09-project-structure.md +392 -0
- package/docs/guide/10-migrating-from-v1.md +573 -0
- package/docs/guide/11-scopes.md +165 -0
- package/docs/guide/12-testing.md +342 -0
- package/flamework.build +1 -1
- package/out/index.d.ts +1 -0
- package/out/init.luau +1 -0
- package/out/module/module.luau +1 -1
- package/out/module/moduleBuilder.luau +1 -1
- package/out/utility/getClassesInPath.d.ts +27 -1
- package/out/utility/getClassesInPath.luau +101 -19
- package/out/utility/pathRoot.d.ts +20 -1
- package/out/utility/pathRoot.luau +80 -4
- package/package.json +14 -7
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# 6. Networking
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You declare two interfaces: one for what the server receives and one for what the client receives.
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From them, Flamework generates the remotes, the **guards** that check incoming arguments, and the
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typed handlers.
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```sh
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npm install @flamework-experimental/networking
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```
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Map it in your Rojo project next to `core` ([Getting started › Rojo](01-getting-started.md#rojo)).
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## Declaring a network
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Put this in shared code, so both realms import the same object.
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```ts
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// src/shared/network.ts
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import { Networking } from "@flamework-experimental/networking";
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interface ServerEvents {
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setReady(ready: boolean): void;
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}
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interface ClientEvents {
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matchStarted(map: string): void;
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}
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export const GlobalEvents = Networking.createEvent<ServerEvents, ClientEvents>();
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```
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The first type parameter is what the **server receives**. The second is what the **client
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receives**. The rest follows from that: the server can `connect` to `ServerEvents` and `fire`
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`ClientEvents`, and the client does the opposite.
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## Using it
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```ts
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// server
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const events = GlobalEvents.createServer({});
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events.setReady.connect((player, ready) => print(player, ready));
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events.matchStarted.fire(player, "Sandbox");
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```
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```ts
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// client
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const events = GlobalEvents.createClient({});
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events.matchStarted.connect((map) => print(map));
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events.setReady.fire(true);
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```
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Call `createServer` on the server and `createClient` on the client. Calling the wrong one **returns
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nothing** instead of raising an error. A stray `createServer()` on the client gives you a `nil` that
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you trip over later.
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Once a message has passed the guards and middleware, each handler passed to `connect` runs at once,
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on a thread of its own. The newest connection runs first. A handler that yields holds up nothing,
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and a handler that raises has its error printed while the others still run. Every handler gets the
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same argument values, not copies, so a decoded `Map` or `Set` arrives intact.
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`connect` returns a `Networking.Connection`, with `Connected`, `Disconnect()` and `Destroy()` (for
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maids and janitors). It is networking's own type, not an engine `RBXScriptConnection`.
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### Where to create the handlers
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Create each realm's handlers once, in a `network.ts` of that realm, and import them where they are
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used. The first `createServer` or `createClient` call wins: later calls return the same handler and
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ignore their config, middleware included. A second call in some provider would drop its middleware
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without a word.
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```ts
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// src/server/network.ts
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import { GlobalEvents, GlobalFunctions } from "shared/network";
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import { throttle } from "./middleware/throttle";
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export const Events = GlobalEvents.createServer({
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middleware: { setReady: [throttle(1)] },
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});
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export const Functions = GlobalFunctions.createServer({});
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```
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```ts
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// src/client/network.ts
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import { GlobalEvents, GlobalFunctions } from "shared/network";
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export const Events = GlobalEvents.createClient({});
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export const Functions = GlobalFunctions.createClient({});
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```
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Providers import the realm's file and connect in `onStart`:
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```ts
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import { Events } from "server/network";
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@Provider()
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export class MatchService implements OnStart {
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public onStart() {
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Events.setReady.connect((player, ready) => this.setReady(player, ready));
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}
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}
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```
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Each realm's `createServer` or `createClient` call then sits in that realm's own file, where the
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wrong one (which returns nothing) stands out. `throttle` is the middleware from
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[Middleware](#middleware).
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### Sending
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| Method | Realm | Sends to |
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|---|---|---|
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| `fire(player, ...)` | server | One player. |
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| `fire([a, b], ...)` | server | Each player in the list. |
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| `broadcast(...)` | server | Everyone. |
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| `except(player, ...)` | server | Everyone but that player (or list). |
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| `fire(...)` | client | The server. |
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`predict(...)` runs the *receiving* side locally, guards and middleware included, without using a
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remote. It is meant for client prediction. It is also the easiest way to test a handler: by the time
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`predict` returns, the handlers have been called, unless a middleware yields.
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In a test, if the handler answers with `fire(player, ...)`, call `predict` with a stand-in instead
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of a real player. The engine queues a message fired at a client that has not connected yet, and
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delivers it once the client connects. The reply would then show up later, in that client's own
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tests. See [both realms in one session](12-testing.md#both-realms-in-one-session).
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## Functions
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Same idea, but the call returns a value.
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```ts
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interface ServerFunctions {
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buy(itemId: string): boolean;
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}
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export const GlobalFunctions = Networking.createFunction<ServerFunctions, {}>();
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```
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```ts
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// server
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GlobalFunctions.createServer({}).buy.setCallback((player, itemId) => shop.buy(player, itemId));
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// client
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const bought = await GlobalFunctions.createClient({}).buy.invoke("sword");
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```
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`invoke` returns a Promise. It times out after `defaultTimeout` seconds: **30 on the client, 10 on
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the server**. `invokeWithTimeout(timeout, ...)` sets a different timeout for one call.
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A rejection is always a `NetworkingFunctionError`:
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| Value | Means |
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|---|---|
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| `Timeout` | No response in time. |
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| `Cancelled` | Middleware returned `Networking.Skip`, the callback or a middleware returned a promise that was cancelled, or the player left. |
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| `BadRequest` | The arguments failed the generated guards. |
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| `Unprocessed` | The other realm has not called `setCallback`. |
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| `InvalidResult` | The response failed the return type's guard. |
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```ts
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GlobalFunctions.createClient({})
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.buy.invoke("sword")
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.catch((reason: unknown) => {
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if (reason === NetworkingFunctionError.Timeout) warn("server did not answer");
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});
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```
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Return values are checked too. When a callback returns the wrong type, the value is not delivered:
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the caller's Promise rejects with `InvalidResult`.
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## Namespaces
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Nest an object to group events. Each gets its own remote, named after the path:
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```ts
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interface ServerEvents {
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stats: {
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report(value: number): void;
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};
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}
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events.stats.report.connect((player, value) => {});
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```
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Middleware nests the same way.
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## Unreliable events
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```ts
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interface ClientEvents {
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position: Networking.Unreliable<(position: Vector3) => void>;
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}
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```
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These use an `UnreliableRemoteEvent`, on a channel of their own. Their messages may be dropped or
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arrive out of order, so send **state, not deltas**: a position, not "moved by 3 studs".
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## Configuration
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```ts
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const events = GlobalEvents.createServer({
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disableIncomingGuards: false,
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warnOnInvalidGuards: true,
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middleware: {
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setReady: [rateLimit(5)],
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},
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});
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```
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| Option | Default | Effect |
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|---|---|---|
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| `disableIncomingGuards` | `false` | Skips generated argument validation entirely. |
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| `warnOnInvalidGuards` | `RunService.IsStudio()` | Warns when a guard rejects something. |
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| `middleware` | `{}` | Per-event middleware. |
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| `defaultTimeout` | 30 client / 10 server | Functions only. |
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**The config object must be written inline.** The transformer reads it when you build, so passing a
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variable gives `Flamework expected this argument to be a literal expression`. The same goes for the
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`middleware` object.
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## Serialization
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With `"networking": { "serialization": true }` in `flamework.config.json`, every event argument list,
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and every function request and result, is packed into a `buffer` before it is sent and unpacked when
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it arrives. The code that does it is plain buffer code, generated from the declared types. Nothing
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about the API changes, and the guards still run on the decoded values.
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The switch covers every member. A member can opt in or out on its own: see
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[Opting in and out per event](#opting-in-and-out-per-event).
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The encoding is generated **at each call site**. For example, `Events.X.fire(value, where)` compiles
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to `buffer.create(20)`, four writes at literal offsets and `Events.X._fire(payload)`, right where the
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call was. A function callback is registered with a generated packer for its result type. The packer
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runs after the middleware, so the result is sent packed.
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Apart from those result packers and the code inlined at each call site, no function in the output
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encodes an event's or a request's argument list. A file's shared `codec` table does keep a writer for each named or repeated type the
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file reaches (`codec.w_Item`), even in a file that only decodes, and each writes one value into a
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buffer it is given. The format follows from the types, so a payload can be forged; the decoder and
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the guards are what check it.
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Decoding is generated once per event and function, into the `createServer` / `createClient`
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metadata, because a payload has to be unpacked before the guards and middleware see it. Nothing in
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the output describes the type: there is no schema table and no runtime library.
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The transformer finds call sites by their type. Send and register callbacks through the handler's
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own type: `Events.X.fire(...)`, a typed reference to `Events.X`, or a helper generic over the event
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name. Such a helper must not return members that are packed differently, such as a `Serialized`
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member and a plain one while `networking.serialization` is off, or a `Raw` member and a packed one:
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a call through it is packed one way, so the build refuses it. It refuses packed members whose
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argument lists differ for the same reason. Don't go through a hand-written interface that widens
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`fire` to `(...args: unknown[])`. Such a call is left alone and sends unpacked values, which the peer drops as malformed. A handler reached
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through `?.` (`this.events?.X.fire(...)`) is packed like any other, behind the same short-circuit.
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`predict` takes plain values and needs no typing, and `connect` is left as it is.
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The same generator is available on its own as `Flamework.createSerializer<T>()`; see
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[Macros](07-macros.md#serializers).
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### What each type costs
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Sizes follow the types:
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- A `number` is eight bytes. A `boolean` is one byte, and so is an `"idle" | "walk" | "run"`.
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- An object is its fields in declaration order, with nothing spent on names.
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- A `Vector3` is three floats.
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- Counts and lengths (of arrays, sets, maps, strings and buffers) are varints: one byte below 128,
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two below 16384, up to five.
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To pick a number's width, use a brand. `Serialization.u8`, `i8`, `u16`, `i16`, `u32`, `i32`, `f32`,
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`f64` and `varint` from `@flamework-experimental/core` are `number & { __brand: "u8" }`-style types.
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Any brand with one of those literal names counts, so branded types you already have keep working.
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`Serialization.string8` / `string16` / `string32` (and `buffer16` / `buffer32`) give a string or
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buffer a fixed-width length instead.
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Each union value carries a one-byte tag: its member's position as written. In
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`{ Coins: number } | { Items: string[] }`, Coins is 0 and Items is 1. In `number | string`, the
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number is 0. A union with `number` has one more tag, after its members, for a whole number from 0
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up to 2^35 - 1, which is then sent as a varint. So in `number | string`, 3 is the tag 2 and one
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byte, and 2.5 is the tag 0 and eight bytes. Array indices sent as `string | number` map keys stay
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small that way. A `number` that is not in a union is always eight bytes.
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"As written" means at the declaration the value is reached through: the parameter, property, return
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type or tuple element, including inside arrays, sets, maps and Promises. So `a(x: string | number)`
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and `b(x: number | string)` number their members differently, even though they are one TypeScript
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type. Both sides agree, because both read the same declaration. A union that is not spelled out
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where it is reached keeps TypeScript's order, which is the same everywhere in a program. One example
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is a union that only arrives as a generic's type argument, as in `Box<A | B>`. If the order matters
|
|
289
|
+
to you, declare an alias for it.
|
|
290
|
+
|
|
291
|
+
Object members of a union are told apart by a shared discriminant (`kind: "a"` against
|
|
292
|
+
`kind: "b"`) or by a key only one of them has, so no guard is generated for them. A union with more
|
|
293
|
+
than 255 members travels whole, as a blob (see below).
|
|
294
|
+
|
|
295
|
+
The written order numbers the members. It is also the order most members are tried in, with these
|
|
296
|
+
exceptions:
|
|
297
|
+
|
|
298
|
+
- Members with a test of their own go first: a type, a literal, a discriminant or a key only they
|
|
299
|
+
have. A branded number member (`Serialization.u16`) only takes a number that fits its width, so
|
|
300
|
+
70000 in `u16 | number` is sent as the `number`. An integer width checks the range and that the
|
|
301
|
+
number is whole; `f32` checks the range only, and rounds what it takes.
|
|
302
|
+
- The other members are checked by a guard: arrays, sets, maps, tuples, and objects without a key
|
|
303
|
+
of their own. A guard checks a value's shape, but not the keys an object does not declare, at any
|
|
304
|
+
depth. So one member can take another member's value and send it without those keys. Flamework
|
|
305
|
+
compares the members' types, nested ones included, and tries a member that would do that after
|
|
306
|
+
the member whose values it would take. So `Point | Map<string, number>` sends
|
|
307
|
+
`{ x: 1, y: 2, z: 3 }` as the map, which keeps `z`.
|
|
308
|
+
- When two members would each take part of the other's values, the written order stands, and
|
|
309
|
+
objects whose fields are all optional go last. The build warns, once for each union in a file (a
|
|
310
|
+
union spelled through another alias or a generic is warned again): a value that fits both may be
|
|
311
|
+
sent as the first, without what only the other declares. A third member that takes such values
|
|
312
|
+
whole can make the warning more cautious than needed.
|
|
313
|
+
- A blob that takes anything, such as `unknown`, goes last.
|
|
314
|
+
|
|
315
|
+
So `Partial<Crate> | None` sends a `None` as `None` whichever way round it is written. When the last
|
|
316
|
+
member tried is an object or a collection without a test of its own, it is only checked to be a
|
|
317
|
+
table.
|
|
318
|
+
|
|
319
|
+
Values that have no buffer representation travel next to the buffer, in a **blob list**. These are
|
|
320
|
+
Instances, `unknown`, `object`, `defined`, class instances, EnumItems, and the Roblox datatypes
|
|
321
|
+
without a layout (anything roblox-ts declares, or anything with a `_nominal_` marker). The buffer
|
|
322
|
+
holds each one's index in that list as a u32. So a nil where an Instance was expected costs four
|
|
323
|
+
bytes and shifts nothing, and the receiving guard rejects it like any other wrong value. The blob
|
|
324
|
+
list is `nil` when the types have no such values, and a table (possibly empty) when they do.
|
|
325
|
+
|
|
326
|
+
Collections nest freely: a `Map<Instance, Array<Set<string>>>` is a varint count of blob keys, each
|
|
327
|
+
followed by its array.
|
|
328
|
+
|
|
329
|
+
Only a value that a remote cannot carry at all is a compile error. The message gives the path
|
|
330
|
+
through the type. These are functions, Promises outside a function's result, symbols, bigint,
|
|
331
|
+
`never`, and `LuaTuple` (several values at runtime, not a table; declare a tuple type such as
|
|
332
|
+
`[A, B]` instead).
|
|
333
|
+
|
|
334
|
+
An argument list that carries nothing (`bump(): void`) sends nothing. No buffer is allocated on
|
|
335
|
+
either side, and the remote fires with no arguments at all.
|
|
336
|
+
|
|
337
|
+
### Payloads that cannot be decoded
|
|
338
|
+
|
|
339
|
+
A payload that cannot be decoded (truncated, the wrong shape, or hostile) is dropped and reported
|
|
340
|
+
through `onBadRequest` with `argIndex: -1`. A function reply that cannot be decoded rejects with
|
|
341
|
+
`InvalidResult` and fires `onBadResponse`.
|
|
342
|
+
|
|
343
|
+
Decoding never trusts a count or a length it reads. One that announces more elements, or more
|
|
344
|
+
bytes, than the buffer could hold is refused before anything is allocated. Elements that take no
|
|
345
|
+
bytes (a lone literal, `undefined`, an object of only literals) cannot be limited that way, so a
|
|
346
|
+
payload may announce at most 65535 of them in total, however they are nested.
|
|
347
|
+
|
|
348
|
+
Nothing checks a value before it is sent: it is written as its declared type says. Most values that
|
|
349
|
+
do not match raise an error at the sender while they are written, such as a table where a number
|
|
350
|
+
was declared, or a value that fits no member of a union. Some do not:
|
|
351
|
+
|
|
352
|
+
- A string that Luau reads as a number (`"5"`, `"0x10"`) is written as that number.
|
|
353
|
+
- A `boolean` is written as whether the value is truthy.
|
|
354
|
+
- An object is written field by field, so the fields its type does not declare are dropped. Any
|
|
355
|
+
table fits an object whose fields are all optional.
|
|
356
|
+
- The last member tried in a union may only be checked to be a table (see above). A table of the
|
|
357
|
+
wrong shape is then written as that member as far as it goes: a set sends every value as
|
|
358
|
+
`true`, and a tuple drops what is past its length.
|
|
359
|
+
- An array with holes is written without an error. The receiver then rejects the payload as
|
|
360
|
+
malformed.
|
|
361
|
+
- A guard rejects NaN in a `number` field, so in a union such a value can pass to a later member:
|
|
362
|
+
`{ v: number } | { v: boolean }` sends `{ v = NaN }` as `{ v = false }`.
|
|
363
|
+
|
|
364
|
+
A value that does not match its type is a bug in the caller, not in the peer.
|
|
365
|
+
|
|
366
|
+
### Opting in and out per event
|
|
367
|
+
|
|
368
|
+
A marker on a member overrides the switch for that member alone. The plain name is for functions;
|
|
369
|
+
the `Reliable` and `Unreliable` forms are for events.
|
|
370
|
+
|
|
371
|
+
| Markers | Values travel |
|
|
372
|
+
|---|---|
|
|
373
|
+
| `Raw`, `RawReliable`, `RawUnreliable` | As they are, whatever the switch says. |
|
|
374
|
+
| `Serialized`, `SerializedReliable`, `SerializedUnreliable` | Packed, whatever the switch says. |
|
|
375
|
+
|
|
376
|
+
```ts
|
|
377
|
+
interface ServerEvents {
|
|
378
|
+
// Packed, even with networking.serialization off.
|
|
379
|
+
saveBuild: Networking.SerializedReliable<(build: BuildData) => void>;
|
|
380
|
+
}
|
|
381
|
+
|
|
382
|
+
interface ClientEvents {
|
|
383
|
+
position: Networking.RawUnreliable<(position: Vector3) => void>;
|
|
384
|
+
chat: Networking.RawReliable<(text: string) => void>;
|
|
385
|
+
// An unreliable event that is packed. These three spellings are one type:
|
|
386
|
+
snapshot: Networking.SerializedUnreliable<(state: State) => void>;
|
|
387
|
+
// snapshot: Networking.Unreliable<Networking.Serialized<(state: State) => void>>;
|
|
388
|
+
// snapshot: Networking.Serialized<Networking.Unreliable<(state: State) => void>>;
|
|
389
|
+
}
|
|
390
|
+
|
|
391
|
+
interface ServerFunctions {
|
|
392
|
+
lookup: Networking.Raw<(id: string) => Entry | undefined>;
|
|
393
|
+
loadPlot: Networking.Serialized<(plotId: number) => PlotData>;
|
|
394
|
+
}
|
|
395
|
+
```
|
|
396
|
+
|
|
397
|
+
`SerializedUnreliable<T>` is `Unreliable<Serialized<T>>`, and the order does not matter. The same
|
|
398
|
+
goes for `RawUnreliable`. The unreliable forms put the event on an `UnreliableRemoteEvent`, like
|
|
399
|
+
`Unreliable`.
|
|
400
|
+
|
|
401
|
+
A raw member's values are sent as they are, and the generated guards still run on arrival. Use it
|
|
402
|
+
for an event whose payload is already a buffer of your own, or to compare the two formats on the
|
|
403
|
+
wire.
|
|
404
|
+
|
|
405
|
+
A serialized member is packed exactly as the switch would pack it: the encoding at each call site,
|
|
406
|
+
the decoding in the handler metadata, and a function's result after the middleware. With the switch
|
|
407
|
+
on, `Serialized` changes nothing on the wire (its type still differs from a plain member's). With
|
|
408
|
+
it off, it lets a game pack only its heavy remotes.
|
|
409
|
+
|
|
410
|
+
`Raw` and `Serialized` on the same member is a build error, which names the member.
|
|
411
|
+
|
|
412
|
+
Changing a member's marker changes its wire format. The server and the client must come from the
|
|
413
|
+
same build, as they must for the switch.
|
|
414
|
+
|
|
415
|
+
### Size on the wire
|
|
416
|
+
|
|
417
|
+
Roblox already compresses what a remote carries, buffers included, so the size win is in packing.
|
|
418
|
+
These are bytes per message, measured in Studio on 2026-09-28:
|
|
419
|
+
|
|
420
|
+
| Payload | Plain tables | `Serialized` |
|
|
421
|
+
|---|---|---|
|
|
422
|
+
| A small event: a number, a `Vector3` and a boolean | 35 B | 35 B |
|
|
423
|
+
| An inventory of 500 items (id, name, count, rarity, equipped) | 35.0 KB | 3.1 KB |
|
|
424
|
+
| A 32 by 32 tile map, `Map<string, Tile>` | 46.7 KB | 3.4 KB |
|
|
425
|
+
| A 128 by 128 tile map | 774 KB | 67 KB |
|
|
426
|
+
|
|
427
|
+
Packed, the buffers are 21 B, 13.7 KB, 15.7 KB and 267 KB; the engine shrinks them from there.
|
|
428
|
+
Packing was faster at both ends too: sending the inventory took 126 µs instead of 560, and receiving
|
|
429
|
+
it 342 µs instead of 678. Compressing the packed buffer again with Zstd at level 3 saved at most 4%
|
|
430
|
+
more, and made the small event, the inventory and the 32 by 32 map larger. Level 19 saved 26% on the
|
|
431
|
+
128 by 128 map, and took 111 ms to compress it.
|
|
432
|
+
|
|
433
|
+
**Unreliable events** drop a message whose payload is over about 1000 bytes, counted after the
|
|
434
|
+
engine's compression. A buffer that does not compress arrives up to 996 bytes, or 988 with a blob
|
|
435
|
+
list next to it. A packed list counts at its compressed size: 120 of the inventory's items went
|
|
436
|
+
through, and 150 did not. As plain tables, 10 did.
|
|
437
|
+
|
|
438
|
+
## Middleware
|
|
439
|
+
|
|
440
|
+
A middleware is a factory. It receives `processNext` (which calls the next link in the chain) and
|
|
441
|
+
the event's info, and returns the handler for its own link.
|
|
442
|
+
|
|
443
|
+
Type it for any event with a type parameter, so one limiter serves every event:
|
|
444
|
+
|
|
445
|
+
```ts
|
|
446
|
+
// src/server/middleware/throttle.ts
|
|
447
|
+
import { Networking } from "@flamework-experimental/networking";
|
|
448
|
+
import { Players } from "@rbxts/services";
|
|
449
|
+
|
|
450
|
+
/** Whether a player's message may pass: false when it comes less than `seconds` after the last. */
|
|
451
|
+
function createLimiter(seconds: number) {
|
|
452
|
+
const lastAccepted = new Map<Player, number>();
|
|
453
|
+
Players.PlayerRemoving.Connect((player) => lastAccepted.delete(player));
|
|
454
|
+
|
|
455
|
+
return (player: Player) => {
|
|
456
|
+
const now = os.clock();
|
|
457
|
+
const last = lastAccepted.get(player);
|
|
458
|
+
if (last !== undefined && now - last < seconds) return false;
|
|
459
|
+
|
|
460
|
+
lastAccepted.set(player, now);
|
|
461
|
+
return true;
|
|
462
|
+
};
|
|
463
|
+
}
|
|
464
|
+
|
|
465
|
+
/** Drops a player's event when it comes less than `seconds` after their last accepted one. */
|
|
466
|
+
export function throttle<T extends unknown[]>(seconds: number): Networking.EventMiddleware<T> {
|
|
467
|
+
return (processNext) => {
|
|
468
|
+
const accept = createLimiter(seconds);
|
|
469
|
+
// Not calling processNext drops the event.
|
|
470
|
+
return (player, ...args) => {
|
|
471
|
+
if (player === undefined || accept(player)) return processNext(player, ...args);
|
|
472
|
+
};
|
|
473
|
+
};
|
|
474
|
+
}
|
|
475
|
+
```
|
|
476
|
+
|
|
477
|
+
`player` may be `undefined` in the type because the client shares it. On the server there is always
|
|
478
|
+
one.
|
|
479
|
+
|
|
480
|
+
The same for a function returns `Networking.Skip` for a call it drops, and the caller's Promise then
|
|
481
|
+
rejects with `Cancelled` at once:
|
|
482
|
+
|
|
483
|
+
```ts
|
|
484
|
+
export function throttleFunction<T extends unknown[], O>(seconds: number): Networking.FunctionMiddleware<T, O> {
|
|
485
|
+
return (processNext) => {
|
|
486
|
+
const accept = createLimiter(seconds);
|
|
487
|
+
return (player, ...args) => {
|
|
488
|
+
if (player === undefined || accept(player)) return processNext(player, ...args);
|
|
489
|
+
return Networking.Skip;
|
|
490
|
+
};
|
|
491
|
+
};
|
|
492
|
+
}
|
|
493
|
+
```
|
|
494
|
+
|
|
495
|
+
Each goes in the `middleware` of the handler's config, as in [Where to create the
|
|
496
|
+
handlers](#where-to-create-the-handlers): `getCoins: [throttleFunction(0.5)]`.
|
|
497
|
+
|
|
498
|
+
Things to know:
|
|
499
|
+
|
|
500
|
+
- **Order is registration order.** The first factory in the array is the outermost link.
|
|
501
|
+
- **Generated guards always run first**, ahead of all user middleware, so your middleware never sees
|
|
502
|
+
a payload that failed validation.
|
|
503
|
+
- **You can rewrite arguments** by passing different ones to `processNext`.
|
|
504
|
+
- **`processNext` returns the next link's result**, not a Promise. For an event that is nothing; for
|
|
505
|
+
a function it is the value (or `Networking.Skip`). The chain is plain calls in the thread that
|
|
506
|
+
received the message, so a middleware can read what the handler answered, time the call, or wrap
|
|
507
|
+
it in `pcall`.
|
|
508
|
+
- **A middleware may yield or return a Promise.** A yield holds up only the message it is
|
|
509
|
+
processing. A returned Promise is waited for, and `processNext` in the link that called it returns
|
|
510
|
+
the Promise's value. A cancelled Promise reads as `Networking.Skip` in a function's chain (and as
|
|
511
|
+
nothing in an event's). A rejected one raises an error.
|
|
512
|
+
|
|
513
|
+
Function middleware can also return `Networking.Skip` to cancel the request. The caller's Promise
|
|
514
|
+
then rejects with `Cancelled`:
|
|
515
|
+
|
|
516
|
+
```ts
|
|
517
|
+
const requireAdmin: Networking.FunctionMiddleware<[itemId: string], boolean> = (processNext) => {
|
|
518
|
+
return (player, itemId) => (isAdmin(player) ? processNext(player, itemId) : Networking.Skip);
|
|
519
|
+
};
|
|
520
|
+
```
|
|
521
|
+
|
|
522
|
+
The value `processNext` returns is the one the caller will receive, so a middleware can inspect or
|
|
523
|
+
replace it:
|
|
524
|
+
|
|
525
|
+
```ts
|
|
526
|
+
const logPurchases: Networking.FunctionMiddleware<[itemId: string], boolean> = (processNext, fn) => {
|
|
527
|
+
return (player, itemId) => {
|
|
528
|
+
const bought = processNext(player, itemId);
|
|
529
|
+
print(`${player} ${fn.name} ${itemId}:`, bought);
|
|
530
|
+
return bought;
|
|
531
|
+
};
|
|
532
|
+
};
|
|
533
|
+
```
|
|
534
|
+
|
|
535
|
+
In the earlier API, `processNext` returned a Promise, and a middleware used
|
|
536
|
+
`processNext(...).andThen(f)`. That becomes `f(processNext(...))`. A middleware that only returns
|
|
537
|
+
`processNext(...)` needs no change.
|
|
538
|
+
|
|
539
|
+
`event`, the second factory argument, is a `Networking.NetworkInfo`: the event's `name`,
|
|
540
|
+
`globalName` and `eventType`. With it you can write generic logging or metrics middleware. A unit
|
|
541
|
+
test can build one link by hand:
|
|
542
|
+
|
|
543
|
+
```ts
|
|
544
|
+
const info: Networking.NetworkInfo = { name: "spawnCoin", globalName: "test", eventType: "Event" };
|
|
545
|
+
let passed = 0;
|
|
546
|
+
const link = throttle<[]>(1)(() => {
|
|
547
|
+
passed += 1;
|
|
548
|
+
}, info);
|
|
549
|
+
|
|
550
|
+
link(player);
|
|
551
|
+
link(player); // within the second: dropped, so `passed` is 1
|
|
552
|
+
```
|
|
553
|
+
|
|
554
|
+
## Observing rejections
|
|
555
|
+
|
|
556
|
+
```ts
|
|
557
|
+
GlobalEvents.registerHandler("onBadRequest", (player, data) => {
|
|
558
|
+
warn(`${player} sent bad ${data.networkInfo.name} arg #${data.argIndex}:`, data.argValue);
|
|
559
|
+
});
|
|
560
|
+
```
|
|
561
|
+
|
|
562
|
+
Functions also have `onBadResponse`, for a response that failed its return guard. Both are useful
|
|
563
|
+
for tracking exploit attempts.
|
|
564
|
+
|
|
565
|
+
## Patterns
|
|
566
|
+
|
|
567
|
+
**One network object per area of the game.** For example, `GlobalEvents` for gameplay and another
|
|
568
|
+
for chat. Each gets its own folder of remotes, and the interfaces stay readable.
|
|
569
|
+
|
|
570
|
+
**Handlers in providers, logic elsewhere.** Connect in `onStart`, and have the handler call into
|
|
571
|
+
other code right away. The handler is a boundary, not a place for game rules.
|
|
572
|
+
|
|
573
|
+
**Trust nothing from the client.** The guards check *shapes*, not values: `buy(itemId: string)`
|
|
574
|
+
guarantees a string, not that the player can afford it.
|
|
575
|
+
|
|
576
|
+
**Use middleware only for concerns that cut across many events**: rate limits, admin checks,
|
|
577
|
+
logging. Game rules belong in the handler, where you can test them.
|
|
578
|
+
|
|
579
|
+
## Caveats
|
|
580
|
+
|
|
581
|
+
- **`createServer` on the client returns nothing** (and vice versa), without an error. Outside a
|
|
582
|
+
running game both calls work, so the mistake shows up at runtime, not in Studio's editor.
|
|
583
|
+
- **Config and middleware must be object literals.**
|
|
584
|
+
- **The first `createServer`/`createClient` call wins.** The handler is cached per network object.
|
|
585
|
+
Later calls return the same one and ignore their config, so configure it once.
|
|
586
|
+
- **Guards are incoming-only.** Nothing checks what you send, only what you receive. For a packed
|
|
587
|
+
member, most values that do not match their type raise while they are written; see
|
|
588
|
+
[Payloads that cannot be decoded](#payloads-that-cannot-be-decoded) for the ones that do not.
|
|
589
|
+
- **The server and the client must come from the same build.** The switch is per project and the
|
|
590
|
+
markers are per member, and both realms read the same `flamework.config.json` and the same types,
|
|
591
|
+
so one build always agrees with itself. A client built without the switch, or with a member marked
|
|
592
|
+
differently, cannot talk to a server built with it.
|
|
593
|
+
- **Unreliable events can be dropped.** Never make later messages depend on an earlier one.
|
|
594
|
+
- **An event uses one remote for both directions; a function uses two.** In ReplicatedStorage, a
|
|
595
|
+
function's two remotes share a name and differ only by their `id` attribute (`$name` for one
|
|
596
|
+
direction, `@name` for the other).
|
|
597
|
+
- **Unreliable events can be missed by a late listener.** Flamework listens to a remote from the
|
|
598
|
+
first `connect` on, a moment later (a `task.defer`), so every handler connected in that moment
|
|
599
|
+
gets what was waiting. The engine keeps reliable events for a remote nothing listens to yet, up
|
|
600
|
+
to a limit, and hands them to the first connection; past the limit it drops them. It drops
|
|
601
|
+
unreliable ones outright. So an unreliable event sent before the first `connect` is lost. Under
|
|
602
|
+
`Immediate` signal behaviour, so is one that arrives right behind the event whose handler makes
|
|
603
|
+
that first `connect`. Connect handlers for unreliable events before the other side
|
|
604
|
+
can send them.
|
|
605
|
+
- **Remote folder names are stable across builds, unless obfuscation is on.** Each network object's
|
|
606
|
+
folder in ReplicatedStorage is named by a callsite id taken from the file and the declaration.
|
|
607
|
+
Without obfuscation, two builds of the same source produce the same tree, so committed output
|
|
608
|
+
does not change from build to build. With obfuscation on, the names change with every plain build;
|
|
609
|
+
a running watcher and an incremental build keep them
|
|
610
|
+
([Obfuscation](09-project-structure.md#obfuscation)).
|
|
611
|
+
|
|
612
|
+
---
|
|
613
|
+
|
|
614
|
+
Previous: [Components](05-components.md) · Next: [Macros](07-macros.md)
|