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The better way to fix this is to have a proper public Connected field and set it to false on every connection when disconnecting.
The fact that Connected isn't a thing in GoodSignal also shows that no, GoodSignal does not have full API & behavioral parity. (And no Deferred event support in a form of a separate module or one that automatically chooses depending on what mode the game is currently on, which isn't hard to come up with; mixing up signal behaviours (from native roblox events and dev-made ones) is stressful and causes hidden problems)
GoodSignal attempts at saving time by just setting the start node to nil, which overshadows the issue that he did notice with not checking Connected when firing when you disconnect connections in a certain way.
Only
B 10
is printed for BindableEvent, but GoodSignal prints outG 10
throughG 1
. I point this out due to the claimThis can be corrected by adding
if not self._handlerListHead then break end
aftertask.spawn(freeRunnerThread, item._fn, ...)
in theFire
function.The text was updated successfully, but these errors were encountered: