Warp/src/Server/init.luau

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2026-02-10 18:11:25 +00:00
--!optimize 2
--!strict
--@EternityDev
local Server = {}
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Thread = require("./Thread")
local Buffer = require("./Buffer")
local Event: RemoteEvent = script.Parent:WaitForChild("Event")
local Function: RemoteFunction = script.Parent:WaitForChild("Function")
local deltaT: number, cycle: number = 0, 1 / 61
local writer: Buffer.Writer = Buffer.createWriter()
type Connection = {
Connected: boolean,
Disconnect: (self: Connection) -> (),
}
type Event = {
remote: string,
fn: (Player, ...any?) -> (...any?),
}
local queueEvent: {
[Player]: { { any } },
} = {}
local eventListeners: { Event } = {}
local players_ready: { Player } = {}
local pendingInvokes: { [string]: thread } = {}
local invokeHandlers: { [string]: (...any?) -> ...any? } = {}
local invokeId = 0
Server.Connect = function(remoteName: string, fn: (Player, ...any?) -> (...any?)): Connection
local detail = {
remote = remoteName,
fn = fn,
}
table.insert(eventListeners, detail)
return {
Connected = true,
Disconnect = function(self: Connection)
if not self.Connected then return end
self.Connected = false
local idx = table.find(eventListeners, detail)
if idx then
table.remove(eventListeners, idx)
end
end,
} :: Connection
end
Server.Once = function(remoteName: string, fn: (...any?) -> ()): Connection
local connection
connection = Server.Connect(remoteName, function(...: any?)
if connection then
connection:Disconnect()
end
fn(...)
end)
return connection
end
Server.Wait = function(remoteName: string): (number, ...any?)
local thread, t = coroutine.running(), os.clock()
Server.Once(remoteName, function(...: any?)
task.spawn(thread, os.clock()-t, ...)
end)
return coroutine.yield()
end
Server.DisconnectAll = function(remoteName: string)
for idx = #eventListeners, 1, -1 do
if eventListeners[idx].remote == remoteName then
table.remove(eventListeners, idx)
end
end
end
Server.Destroy = function(remoteName: string)
Server.DisconnectAll(remoteName)
end
Server.Fire = function(remoteName: string, reliable: boolean, player: Player, ...: any?)
if not queueEvent[player] then
queueEvent[player] = {} :: any
end
table.insert(queueEvent[player], {
remoteName,
{ ... } :: any
})
end
Server.Fires = function(remoteName: string, reliable: boolean, ...: any?)
for _, player: Player in players_ready do
Server.Fire(remoteName, reliable, player, ...)
end
end
Server.Invoke = function(remoteName: string, player: Player, timeout: number?, ...: any?): ...any?
invokeId += 1
local invokeId, thread = `{invokeId}`, coroutine.running()
pendingInvokes[invokeId] = thread
task.delay(timeout or 2, function()
local pending = pendingInvokes[invokeId]
if not pending then
return
end
task.spawn(pending, nil)
pendingInvokes[invokeId] = nil
end)
table.insert(queueEvent[player], {
"\0",
{ remoteName, invokeId, { ... } :: any } :: any
})
return coroutine.yield()
end
if RunService:IsServer() then
Event.OnServerEvent:Connect(function(player: Player, b: buffer, ref: { Instance? })
if type(b) ~= "buffer" then return end
local contents = Buffer.read(b, ref)
for _, content in contents do
local remote = content[1]
local content = content[2]
if remote == "\1" then
local invokeId = content[1]
local results = content[2]
local pending = pendingInvokes[invokeId]
if pending then
task.spawn(pending :: any, table.unpack(results))
pendingInvokes[invokeId] = nil
end
continue
end
if #eventListeners == 0 then continue end
if remote == "\0" then
local remoteName = content[1]
local invokeId = content[2]
local args = content[3]
for _, connection in eventListeners do
if connection.remote == remoteName then
Thread(function()
local results = { connection.fn(table.unpack(args)) }
table.insert(queueEvent[player], {
"\1",
{ invokeId, results } :: any
})
end)
break
end
end
continue
end
for _, connection in eventListeners do
if connection.remote ~= remote then continue end
Thread(connection.fn, player, table.unpack(content))
end
end
end)
RunService.PostSimulation:Connect(function(d: number)
deltaT += d
if deltaT < cycle then return end
deltaT = 0
for player: Player, content in queueEvent do
if #content == 0 or player.Parent ~= Players then continue end
Buffer.pack(writer, content)
do
local buf, ref = Buffer.buildWithRefs(writer)
Buffer.reset(writer)
if not ref or #ref == 0 then
Event:FireClient(player, buf)
else
Event:FireClient(player, buf, ref)
end
end
table.clear(queueEvent[player])
end
end)
local function onAdded(player: Player)
if not table.find(players_ready, player) then
table.insert(players_ready, player)
end
if not queueEvent[player] then
queueEvent[player] = {} :: any
end
end
Players.PlayerAdded:Connect(onAdded)
Players.PlayerRemoving:Connect(function(player: Player)
table.remove(players_ready, table.find(players_ready, player))
if queueEvent[player] then
table.clear(queueEvent[player])
queueEvent[player] = nil
end
end)
for _, player: Player in ipairs(Players:GetPlayers()) do
onAdded(player)
end
end
return Server :: typeof(Server)