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reupdate v1.0.7
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parent
563af05c62
commit
ae1754d616
2 changed files with 21 additions and 12 deletions
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@ -1,5 +1,6 @@
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--!native
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--!strict
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--!optimize 2
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local ClientProcess = {}
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local RunService = game:GetService("RunService")
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@ -10,6 +11,7 @@ local Event = require(script.Parent.Parent.Event)
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local Spawn = require(Util.Spawn)
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local Key = require(Util.Key)
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local RateLimit = require(Util.RateLimit)
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local Buffer = require(Util.Buffer)
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local clientRatelimit: Type.StoredRatelimit = {}
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local clientQueue: Type.QueueMap = {}
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@ -99,7 +101,7 @@ function ClientProcess.start()
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for Identifier: string, data: any in unreliableClientQueue do
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if #data > 0 then
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if clientRatelimit[Identifier](#data) then
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UnreliableEvent:FireServer(Identifier, data)
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UnreliableEvent:FireServer(Buffer.revert(Identifier), data)
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end
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table.clear(data)
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end
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@ -107,7 +109,7 @@ function ClientProcess.start()
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for Identifier: string, data: any in clientQueue do
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if #data > 0 then
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if clientRatelimit[Identifier](#data) then
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ReliableEvent:FireServer(Identifier, data)
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ReliableEvent:FireServer(Buffer.revert(Identifier), data)
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end
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table.clear(data)
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end
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@ -170,17 +172,18 @@ function ClientProcess.start()
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end
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for Identifier: string, requestsData in queueOutRequest[1] do
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if #requestsData == 0 then continue end
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RequestEvent:FireServer(Identifier, "\1", requestsData)
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RequestEvent:FireServer(Buffer.revert(Identifier), "\1", requestsData)
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table.clear(queueOutRequest[1][Identifier])
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end
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for Identifier: string, requestsData in queueOutRequest[2] do
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if #requestsData == 0 then continue end
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RequestEvent:FireServer(Identifier, "\0", requestsData)
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RequestEvent:FireServer(Buffer.revert(Identifier), "\0", requestsData)
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table.clear(queueOutRequest[2][Identifier])
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end
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end)
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local function onClientNetworkReceive(Identifier: string, data: any)
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local function onClientNetworkReceive(Identifier: any, data: any)
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if not Identifier or not data then return end
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Identifier = Buffer.convert(Identifier)
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if not queueIn[Identifier] then
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queueIn[Identifier] = {}
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end
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@ -195,8 +198,9 @@ function ClientProcess.start()
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end
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ReliableEvent.OnClientEvent:Connect(onClientNetworkReceive)
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UnreliableEvent.OnClientEvent:Connect(onClientNetworkReceive)
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RequestEvent.OnClientEvent:Connect(function(Identifier: string, action: string, returnDatas)
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RequestEvent.OnClientEvent:Connect(function(Identifier: any, action: string, returnDatas)
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if not Identifier or not returnDatas then return end
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Identifier = Buffer.convert(Identifier)
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if action == "\1" then
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table.insert(queueInRequest[1][Identifier], returnDatas)
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else
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@ -1,5 +1,6 @@
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--!native
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--!strict
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--!optimize 2
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local ServerProcess = {}
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local RunService = game:GetService("RunService")
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@ -11,6 +12,7 @@ local Event = require(script.Parent.Parent.Event)
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local Spawn = require(Util.Spawn)
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local Key = require(Util.Key)
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local RateLimit = require(Util.RateLimit)
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local Buffer = require(Util.Buffer)
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local serverQueue: Type.QueueMap = {}
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local unreliableServerQueue: Type.QueueMap = {}
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@ -130,6 +132,7 @@ function ServerProcess.add(Identifier: string, originId: string, ratelimit: Type
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end
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function ServerProcess.addCallback(Identifier: string, key: string, callback)
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print(serverCallback, Identifier)
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serverCallback[Identifier][key] = callback
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end
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@ -142,7 +145,7 @@ function ServerProcess.start()
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for Identifier: string, players in unreliableServerQueue do
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for player: Player, data: any in players do
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if #data == 0 then continue end
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UnreliableEvent:FireClient(player, Identifier, data)
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UnreliableEvent:FireClient(player, Buffer.revert(Identifier), data)
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table.clear(data)
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end
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end
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@ -150,7 +153,7 @@ function ServerProcess.start()
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if not queueOut[player] then continue end
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for Identifier: string, data: any in queueOut[player] do
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if #data == 0 then continue end
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ReliableEvent:FireClient(player, Identifier, data)
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ReliableEvent:FireClient(player, Buffer.revert(Identifier), data)
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table.clear(data)
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end
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end
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@ -210,20 +213,21 @@ function ServerProcess.start()
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end
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for player: Player, requestsData: any in queueOutRequest[1][Identifier] do
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if #requestsData == 0 then continue end
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RequestEvent:FireClient(player, Identifier, "\1", requestsData)
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RequestEvent:FireClient(player, Buffer.revert(Identifier), "\1", requestsData)
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table.clear(requestsData)
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end
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for player: Player, toReturnDatas: any in queueOutRequest[2][Identifier] do
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if #toReturnDatas == 0 then continue end
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RequestEvent:FireClient(player, Identifier, "\0", toReturnDatas)
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RequestEvent:FireClient(player, Buffer.revert(Identifier), "\0", toReturnDatas)
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table.clear(toReturnDatas)
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end
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end
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end
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end
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end)
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local function onServerNetworkReceive(player: Player, Identifier: string, data: any)
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local function onServerNetworkReceive(player: Player, Identifier: any, data: any)
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if not Identifier or not data then return end
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Identifier = Buffer.convert(Identifier)
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if not serverQueue[Identifier] then
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serverQueue[Identifier] = {}
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end
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@ -237,8 +241,9 @@ function ServerProcess.start()
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end
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ReliableEvent.OnServerEvent:Connect(onServerNetworkReceive)
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UnreliableEvent.OnServerEvent:Connect(onServerNetworkReceive)
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RequestEvent.OnServerEvent:Connect(function(player: Player, Identifier: string, action: string, data: any)
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RequestEvent.OnServerEvent:Connect(function(player: Player, Identifier: any, action: string, data: any)
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if not Identifier or not data then return end
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Identifier = Buffer.convert(Identifier)
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if not queueInRequest[1][Identifier][player] then
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queueInRequest[1][Identifier][player] = {}
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queueInRequest[2][Identifier][player] = {}
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