Describe your feature
If you so much as forget to implement one event, your entire game just spirals into a death loop of errors. It makes debugging which specific events are unimplemented impossible until you manage to hit that. It would be nice to have a function that I can call with IsConnectedTo() after a delay to make sure everything is connected to.
Would also help with cleaning up old unused code.
Alternatives
I have just been monkeypatching this stuff into the API. There's no other alternative.
Implementation Details
-- for ManyAsync:
IsImplemened = function(): boolean
return #reliable_events[1] > 0
end;
-- For SingleAsync
IsImplemened = function(): boolean
return reliable_events[1] ~= nil
end;
Describe your feature
If you so much as forget to implement one event, your entire game just spirals into a death loop of errors. It makes debugging which specific events are unimplemented impossible until you manage to hit that. It would be nice to have a function that I can call with
IsConnectedTo()after a delay to make sure everything is connected to.Would also help with cleaning up old unused code.
Alternatives
I have just been monkeypatching this stuff into the API. There's no other alternative.
Implementation Details