{"id":"mrkirdid/wire","name":"wire","scope":"mrkirdid","platform":"roblox","description":"Typed networking: schemas give you typed events, requests and replicated values, buffer encoding, batching and server-side validation. No build step, no dependencies.","version":"1.0.0","latest":"1.0.0","versions":["1.0.0"],"license":"MIT","licenseRating":"safe","licenseCaveats":[],"licenseVerified":true,"dependencies":{},"integrity":"e79e0507b9d958c44074562623c5ede2c5a78b29c37f4912ae9a0c13100d544a","likes":0,"downloads":0,"install":"forest install mrkirdid/wire","url":"https://forest.dev/p/roblox/mrkirdid/wire","files":"https://api.forest.dev/ai/package/roblox/mrkirdid/wire/files","readme":"# Wire\n\nTyped networking for Roblox. You write each event, function or replicated value once, with schemas. From that you get:\n\n- typed `Fire`, `Connect`, `Call` and `Get`, in both the old and new Luau type solvers\n- buffer encoding, sized to fit each value\n- one batched remote call per player per frame\n- validation of every value a client sends\n\nThere's no build step and no dependencies.\n\n```toml\n[dependencies]\nWire = \"mrkirdid/wire@^1.0.0\"\n```\n\n## Define\n\nOne module per feature, somewhere both sides can require it (e.g. `Shared/Net/Shop.luau`):\n\n```luau\nlocal ReplicatedStorage = game:GetService(\"ReplicatedStorage\")\n\nlocal Wire = require(ReplicatedStorage.Shared.Packages.Wire)\n\nlocal T = Wire.T\n\nreturn Wire.Namespace(\"Shop\", {\n\tBuy = Wire.FromClient(T.String(40), T.Int(1, 99)),\n\tBought = Wire.FromServer(T.String(40)),\n\tPrice = Wire.Function(T.String(40)):Returns(T.Int(0, 1000000)),\n\tSaleActive = Wire.Value(T.Boolean(), false),\n\tCash = Wire.PlayerValue(T.Int(0, 1000000), 0),\n})\n```\n\n## Use\n\n```luau\n-- server\nlocal Shop = require(Shared.Net.Shop)\n\nShop.Buy.Server:Connect(function(Player, ItemId, Amount)\n\t-- ItemId is a string of at most 40 chars and Amount a whole number from 1 to 99, already checked\n\tShop.Bought.Server:Fire(Player, ItemId)\nend)\n\nShop.Price.Server:SetHandler(function(Player, ItemId)\n\treturn 250\nend)\n\nShop.SaleActive.Server:Set(true)\nShop.Cash.Server:Set(Player, 1200)\n```\n\n```luau\n-- client\nlocal Shop = require(Shared.Net.Shop)\n\nShop.Buy.Client:Fire(\"Sword\", 1)\nShop.Bought.Client:Connect(function(ItemId) end)\n\nlocal Price = Shop.Price.Client:Call(\"Sword\") -- yields, errors on failure or timeout\n\nShop.Cash.Client:Observe(function(Cash) end) -- runs now, then on every change\n```\n\nEvery definition has a `.Server` half and a `.Client` half. Each side only sees what it can call, and touching the wrong half errors with a message saying so.\n\n## Definitions\n\n| | Server | Client |\n|---|---|---|\n| `Wire.FromClient(...)` | `Connect(fn(Player, ...))`, `Once` | `Fire(...)` |\n| `Wire.FromServer(...)` | `Fire(Player, ...)`, `FireAll`, `FireExcept(Player, ...)`, `FireList({Player}, ...)` | `Connect(fn(...))`, `Once` |\n| `Wire.Function(...):Returns(Schema)` | `SetHandler(fn(Player, ...) -> value)` | `Call(...) -> value` |\n| `Wire.Value(Schema, Default)` | `Get()`, `Set(value)` | `Get()`, `Observe(fn)` |\n| `Wire.PlayerValue(Schema, Default)` | `Get(Player)`, `Set(Player, value)` | `Get()`, `Observe(fn)` (its own value) |\n\nOptions chain off a definition:\n\n- `:RateLimit(PerSecond, Burst?)`: per player, on `FromClient` and `Function`. The default is 100/s. Anything over the limit is dropped before it's decoded.\n- `:Unreliable()`: on events. It uses `UnreliableRemoteEvent`, has a 900-byte limit (instance references count toward it) and is never batched. It can carry Instances but not `T.Any`. Roblox doesn't hold unreliable messages for clients that aren't listening yet.\n- `:Timeout(Seconds)`: on `Function`. The default is 10s.\n\n`Connect`, `Once` and `Observe` return a connection with `:Disconnect()`.\n\n## Schemas (`Wire.T`)\n\n| Schema | Bytes | Notes |\n|---|---|---|\n| `T.Boolean()` | 1 | |\n| `T.Int(Min?, Max?)` | 1–4 (8 past 32 bits) | Picks the smallest fit: `Int(0, 255)` is 1 byte. Whole numbers only. |\n| `T.Number(Min?, Max?)` | 8 | Full precision. |\n| `T.Float(Min?, Max?)` | 4 | About 7 digits. Use it for positions, never for ids or money. |\n| `T.String(Max = 4096)` | length + 1 | Max is in bytes. Must be valid UTF-8. |\n| `T.Literal(\"A\", \"B\", ...)` | 1 | One of a fixed set of strings. |\n| `T.Buffer(Max = 32768)` | length + 1 | |\n| `T.Vector3()` / `T.Vector2()` | 12 / 8 | f32 |\n| `T.CFrame()` | 24 | Position plus axis-angle; always reads back as a valid rotation. |\n| `T.Color3()` | 3 | |\n| `T.UDim2()` | 16 | |\n| `T.EnumItem(Enum.X)` | 1–2 | |\n| `T.Instance(Class?)`, `T.Player()` | 0 | The instance goes as a reference. If the receiver can't see it (not replicated or streamed out), it arrives as nil, so wrap it in `Optional`. |\n| `T.Optional(S)` | 1 + S | |\n| `T.Array(S, Max = 1024)` | count + items | |\n| `T.Map(K, V, Max = 1024)` | count + pairs | |\n| `T.Struct({ Field = S, ... })` | sum of fields | Cast it for the type: `T.Struct({...}) :: Wire.Schema<{ Name: string }>`. |\n| `T.Any()` | 0 | Roblox serialization, **not validated**. Treat anything a client sends this way as hostile. |\n\nNaN and infinity are refused everywhere. A bad value fails at the sender's own line, and the error names the route and the argument (`Shop.Buy: argument 2: expected integer in 1..99, got number 120`). A bad value from a client means the message is dropped and the server warns once per 10 seconds per player.\n\n## What it fixes compared to KirNet\n\n- **Typed per side**, from the schemas. No casts or type-gen extension needed.\n- **Validated on the server.** Each type is checked, along with ranges, string and array limits, NaN, unknown routes, lengths that run past the end, and leftover bytes. Spam is dropped before decoding.\n- **Connections can be disconnected**, and only your own listener is removed.\n- **No dropped messages at client startup.** Messages the server fires before the client connects are held and delivered when it does. Messages for a module the client hasn't required yet are replayed when it does.\n- **`Call` never returns a silent nil.** It errors on a timeout, a server error or a missing handler. The server's error details stay on the server.\n- **Values catch late joiners up** and use one serializer.\n- **Order is kept.** A `FireAll` followed by a `Fire` arrives in the same order.\n- **Nothing is lossy unless you ask for it.** Floats are only rounded where you chose `T.Float`.\n\n## Good to know\n\n- The module that defines a namespace has to be required on the server too. It always is if a service uses it. Otherwise the client warns after 10s.\n- Arguments are typed up to six per event. Past that, send one `Struct`.\n- The server does not hold client messages: connect your `.Server` listeners in `Init`. A client message that arrives with nothing connected is dropped, and the server warns once.\n- One frame's traffic is split into more than one packet when it passes 64KB or 256 instance references. A single message over those limits is refused at the call.\n- A namespace name must be an identifier (letters, digits and `_`), and each definition can be registered only once.\n- Both sides must run the same definitions. If they don't, messages fail their \"used up exactly\" check and get dropped loudly.\n\n## Developing\n\n```bash\nrojo build test.project.json -o WireTest.rbxlx\n```\n\nOpen it in Studio and press Play. The output should end with `[WireTest] client: 22 passed, 0 failed` and `[WireTest] server: 7 passed, 0 failed`.\n","readmeTruncated":false}