# Buffer
For efficient data serialization and schema definition with optimized packing.
## Getting the Buffer Object
```lua
local Buffer = Warp.Buffer()
```
## Schema System
Define strict data schemas for optimized serialization and type safety.
### Available Schema Types
```lua
{
-- Basic types
"boolean",
"string",
-- Numeric types
"u8", -- unsigned-int
"u16",
"u32",
"i8", -- signed-int
"i16",
"i32",
"f16", -- floating-point
"f32",
"f64",
-- Roblox types
"buffer",
"vector2", -- f16 x/y
"vector3", -- f16 x/y/z
"vector2int16", -- i16 x/y
"vector3int16", -- i16 x/y/z
"cframe", -- f32 position + compressed rotation (f16)
"color3", -- u8 r/g/b
"color3f16",
"udim",
"udim2",
"rect",
"ray",
"numberrange",
"colorsequence",
"numbersequence",
"brickcolor",
"tweeninfo",
"physicalproperties",
"font",
"datetime",
"instance",
-- other types
"optional",
"array",
"map",
"struct",
}
```
::: info
there is no standalone `"nil"` schema type. To represent a value that can be `nil`, wrap it with `"optional"` (e.g. `Buffer.Schema.optional(Buffer.Schema.u16)`).
:::
## Custom Datatypes
### `.custom_datatype`
::: code-group
```luau [Variable]
(
name: string,
object: { any },
writer: (w: Writer, v: any) -> (),
reader: (b: buffer, c: number, refs: { Instance }?) -> (buffer, number))
)
```
```luau [Example]
local Buffer = Warp.Buffer()
-- # this custom datatype must be registered on both server & client side
Buffer.Schema.custom_datatype("u64", {}, function(w: Buffer.Writer, value: any) -- just for reference
-- writing u64 logics here
end, function(b: buffer, cursor: number, refs)
-- reading u64 logics here
return b, cursor
end)
local DataSchema = Buffer.Schema.struct({
LongInteger = Buffer.Schema.u64, -- use the custom datatype
})
```
:::
## Writer and Reader Functions
### `.createWriter`
Create a new buffer writer for serializing data.
::: code-group
```luau [Variable]
(
capacity: number? -- Optional initial capacity (default: 64)
): Writer
```
```luau [Example]
local Buffer = Warp.Buffer()
local writer = Buffer.createWriter(256) -- Pre-allocate 256 bytes
```
:::
### `.build`
Build the final buffer for transmission.
::: code-group
```luau [Variable]
(
writer: Writer
): buffer -- Returns buffer
```
```luau [Example]
local Buffer = Warp.Buffer()
local writer = Buffer.createWriter()
-- Write some data
Buffer.packValue(writer, "Hello World")
Buffer.packValue(writer, 12345)
-- Build final buffer
local finalBuffer = Buffer.build(writer)
print(buffer.len(finalBuffer))
```
:::
### `.buildWithRefs`
Build the final buffer with instance references for transmission.
::: code-group
```luau [Variable]
(
writer: Writer
): (buffer, { Instance }?) -- Returns buffer and optional instance references
```
```luau [Example]
local Buffer = Warp.Buffer()
local writer = Buffer.createWriter()
-- Write some data with instances
Buffer.packValue(writer, workspace.Part)
Buffer.packValue(writer, game.Players.LocalPlayer)
-- Build final buffer
local finalBuffer, refs = Buffer.buildWithRefs(writer)
print(buffer.len(finalBuffer), refs)
```
:::
### `.reset`
Reset a writer for reuse, clearing all data.
::: code-group
```luau [Variable]
(
writer: Writer
)
```
```luau [Example]
local Buffer = Warp.Buffer()
local writer = Buffer.createWriter()
-- Use writer for first batch
Buffer.writeEvents(writer, events1)
local buffer1 = Buffer.build(writer)
-- Reset and reuse for second batch
Buffer.reset(writer)
Buffer.writeEvents(writer, events2)
local buffer2 = Buffer.build(writer)
```
:::