When using the command bar script, it first stores the current setting of HttpEnabled, sets it to true, adds the module, and sets it back to the previous value. This removes the step requiring the user to configure HttpEnabled within the Game Settings window.
- [Prefer calling string functions directly](https://developer.roblox.com/en-us/resources/release-note/Release-Notes-for-433)
- Fixed spaces being used in `Promise.retry`.
- Fixed `Promise:done` calling itself `Promise:finallyO` in the assert. (intentional?)
- Prefer using the first return of `ipairs` to add a Promise to the array instead of `table.insert`.
- Removed the unused `reject` in `Promise._try`
- Trailing commas as per Roblox Lua style guide.
Other suggestions:
- You could use `table.create` in `Promise:timeout` like so:
```Lua
function Promise.prototype:timeout(seconds, rejectionValue)
local traceback = debug.traceback(nil, 2)
local racedPromises = table.create(2)
racedPromises[1] = Promise.delay(seconds):andThen(function()
return Promise.reject(rejectionValue == nil and Error.new({
kind = Error.Kind.TimedOut,
error = "Timed out",
context = string.format(
"Timeout of %d seconds exceeded.\n:timeout() called at:\n\n%s",
seconds,
traceback
),
}) or rejectionValue)
end)
racedPromises[2] = self
return Promise.race(racedPromises)
end
```
- Always iterate over promises via `ipairs`
- Avoid pushing the call arguments stack to a table in Promise.prototype.expect and Promise.prototype.await
- Use a doubly-linked list implementation of a queue
The old queue/dequeue implementation used an array which:
- has items removed from the front (`table.remove(queue, 1)` O(n) each time)
- this is especially bad in the main loop which could run multiple times in-a-row on a large array
- new: O(1)
- uses table.insert() followed by table.sort() to add a new node (O(n log n))
- new: O(n)
- has to lookup the index of the node being dequeued (O(n))
- new: O(1)