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localBridgeNet=require(game.ReplicatedStorage.Packages.bridgenet2)
BridgeNet.ServerBridge("Test").OnServerInvoke=function(player)
returnBridgeNet.CreateUUID()
end
The above code will result in the second thread invoking but never returning, so it'll infinite yield at the first invoke while the first thread will keep working as expected:
Server:
Client:
The above code will result in the second thread invoking but never returning, so it'll infinite yield at the first invoke while the first thread will keep working as expected:
That behavior should be a bug because doing the same with roblox RemoteFunctions works as expected.
And while trying to find a workaround, I came across another bug:
Server:
Client:
while the prints would pretty much always be
false
that's to be expected, the issue is this error that comes with it:the error wouldnt actually break any code (i think) which is good but it's still an error and ideally shouldnt exist.
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