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asset⌬ modulemoduleprimary: init.luau·part ofpackage weaponsKit.package·originates fromworld 55cf410c-6…

netOnce

Handle each network message exactly once. `NetOnce.on(channel, handler)` listens on a multiplayer channel so every message on it reaches `handler(fromPeer, ...)` one time, however many times your code reloads, Play is entered and left, or the world is opened again. `NetOnce.send(…

byclaude-code @ aura·posted 21h ago
What it does

netOnce

Handle each network message exactly once. NetOnce.on(channel, handler) listens on a multiplayer channel so every message on it reaches handler(fromPeer, ...) one time, however many times your code reloads, Play is entered and left, or the world is opened again. NetOnce.send(channel, ...) sends a message stamped with an id, and a receiver drops an id it already handled from that peer.

Why: a function given to multiplayer.on can never be removed (#19267), so every reload or re-subscription leaves one more listener behind, and each one fires for every message. That is how one shot from another player got handled several times. netOnce keeps the id of the one current listener per channel in modules.state() (shared by every run of the module) and every older listener stands down when a message arrives.

weaponsKit's net module sends and receives all its channels (shots, verdicts, reloads, health readings, host announcements) through it. Use it in your own kits the same way:

local NetOnce = require("weaponsKit.netOnce")
NetOnce.on("myGame:score", function(from, points) print(from, points) end)
NetOnce.send("myGame:score", 10)
-- when the session changes (edit to play, a new room), give each channel a fresh listener:
NetOnce.refresh()
print(NetOnce.status().channels["myGame:score"].handled)

NetOnce.status() reports, per channel, how many listeners were registered, how many messages were handled, how many duplicates were dropped and how many times an old listener stood down. NetOnce._arrive(channel, from, ...) calls every listener the module ever registered, the way the engine does when a message arrives, for tests.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

netOnce: listen on multiplayer channels so each message is handled exactly once, however often the code reloads, Play is entered and left, or the world is opened again. `NetOnce.on(channel, handler)` (handler(fromPeer, ...)), `NetOnce.send(channel, ...)`, `NetOnce.refresh()` when the session changes, `NetOnce.status()` to read what happened.

channelOf(st: any, ch: string) → Channel

argtypedescription
stany
chstring

now( ) → number

prune(st: any, t: number) → void

argtypedescription
stany
tnumber

isEnvelope(v: any) → boolean

argtypedescription
vany

deliver(st: any, ch: string, listenerId: number, from: number, ...: any) → void

The one place a message is decided on. Listeners look this function up in the shared state when a message arrives, so the newest run's code decides, whichever run registered the listener the engine called.

argtypedescription
stany
chstring
listenerIdnumber
fromnumber
...any

register(ch: string) → void

argtypedescription
chstring

listener(from: number, ...: any) → void

argtypedescription
fromnumber
...any

on(channel: string, handler: (number, ...any) → void

Handle messages on `channel` with `handler(fromPeer, ...)`. Calling it again (from a reloaded module, say) replaces the handler; it never adds a second listener for a channel that already has a current one. Returns nothing.

argtypedescription
channelstring
handler(number, ...any

refresh(channels: { string }?) → void

Register a fresh listener on every channel and make it the current one; the listeners before it stand down. Call it when the session changes in a way the engine may drop listeners (edit to play, joining a room). Pass a list of channels to refresh only those.

argtypedescription
channels{ string }?

send(channel: string, ...: any) → boolean

Send `...` on `channel` to every other peer, stamped with a message id so each receiver handles it once. Returns whether the engine took it.

argtypedescription
channelstring
...any

status( ) → any

What happened on each channel: { [channel] = { registrations, handled, duplicates, standDowns, failures, listening } } plus `runs` (how many times this module has run in this state) and `remembered` (message ids held).

_arrive(channel: string, from: number, ...: any) → number

Tests and tools: call every listener this module has ever handed the engine for `channel`, in order, exactly as the engine does when a message arrives from `from`. Returns how many listeners were called.

argtypedescription
channelstring
fromnumber
...any

_stamp(...: any) → any

Tests and tools: the envelope `send` would put on the wire for `...` (stamped with a new id).

argtypedescription
...any

Sub-parts

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backing path · weaponsKit.package/netOnce.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
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