Gathering detailed insights and metrics for @rbxts/simplesignals
Gathering detailed insights and metrics for @rbxts/simplesignals
Gathering detailed insights and metrics for @rbxts/simplesignals
Gathering detailed insights and metrics for @rbxts/simplesignals
Get straight to connecting and firing! No more event instance boilerplate. Roblox RemoteEvent, RemoteFunction & BindableEvent wrapper.
npm install @rbxts/simplesignals
Typescript
Module System
Node Version
NPM Version
TypeScript (100%)
Total Downloads
0
Last Day
0
Last Week
0
Last Month
0
Last Year
0
MIT License
6 Stars
61 Commits
1 Forks
1 Watchers
1 Branches
2 Contributors
Updated on Jan 28, 2023
Latest Version
1.3.1
Package Id
@rbxts/simplesignals@1.3.1
Unpacked Size
27.75 kB
Size
6.82 kB
File Count
6
NPM Version
6.14.8
Node Version
14.15.1
Cumulative downloads
Total Downloads
Last Day
0%
NaN
Compared to previous day
Last Week
0%
NaN
Compared to previous week
Last Month
0%
NaN
Compared to previous month
Last Year
0%
NaN
Compared to previous year
1
2
Note: this repository is no longer being updated. Please consider other, more feature rich alternatives such as @rbxts/net.
A Roblox-TS RemoteEvent/RemoteFunction/BindableEvent wrapper which puts and end to the hassle of managing events. You can get straight to connecting and firing without any WaitForChild/Instance.new boilerplate, while your event instances get created automatically in the background.
1SimpleClient.on("z", callbackFunc);
gets called on the client, but z
doesn't exist. SimpleSignals will WaitForChild("z")
on the event folder, and when the event gets created on the server, it connects callbackFunc
to it.
But how do events get created?
Any time you call a z
RemoteEvent related function on the server (on(z
, once(z
, fire(z
), a RemoteEvent with name z
gets created - if such a RemoteEvent doesn't exist. RemoteEvents/RemoteFunctions cannot be created on the client.
The same process follows for RemoteFunctions and BindableEvents (note that BindableEvents aren't parented anywhere).
You can import the module this way on the server:
1import { Server as SimpleSignals } from "@rbxts/simplesignals";
and on the client:
1import { Client as SimpleSignals } from "@rbxts/simplesignals";
SimpleSignals manages events cleanly, without you having to instantiate or to WaitForChild
:
1SimpleClient.on("printX", (player, x) => { 2 print(x); 3});
1SimpleClient.fire("printX", "X");
You never have to create objects you only use once:
1const printX = new Instance("RemoteEvent"); 2printX.Name = "printX"; 3printX.Parent = game.GetService("ReplicatedStorage"); 4 5printX.OnServerEvent.Connect((player, x) => { 6 print(x); 7});
1const printX = game.GetService("ReplicatedStorage").WaitForChild("printX"); 2 3printX.FireServer("X");
The following table describes where each event is stored:
Event type | Game location | Folder name | Path |
---|---|---|---|
RemoteEvent | ReplicatedStorage | RemoteEvents | game.ReplicatedStorage.RemoteEvents |
RemoteFunction | ReplicatedStorage | RemoteFunctions | game.ReplicatedStorage.RemoteFunctions |
BindableEvent | none* |
*BindableEvents aren't parented anywhere. They're stored in an internal table.
name
: string, callback
: Function) → Promise<RBXScriptConnection>
name
: string, callback
: Function) → Promise<void>
name
: string, ...args
) → void
name
: string, ...args
) → void
(only on the server)name
: string) → void
(only on the server)name
: string, callback
: Function) → Promise<void>
name
: string, ...args
) → Promise<T>
name
: string) → void
(only on the server)name
: string, callback
: Function) → RBXScriptConnection
name
: string, callback
: Function) → void
name
: string, ...args
) → void
BindableRef
callback
: Function) → RBXScriptConnection
...args
: [T1, T2, ...]) → void
The library also has JSDoc comments provided.
1import { Server as simple } from "@rbxts/simplesignals"; 2 3const rewards = { 4 ABC123: 500, 5 "1thousand": 1000, 6}; 7simple.on("redeemCode", (player, code: string) => { 8 const reward = rewards[code]; 9 10 if (reward) { 11 print(`${player.Name} just got ${reward} Coins!`); 12 } 13});
1import { Client as simple } from "@rbxts/simplesignals"; 2import { Players } from "@rbxts/services"; 3const LocalPlayer = Players.LocalPlayer; 4 5const screenGui = new Instance("ScreenGui"); 6screenGui.Parent = LocalPlayer.WaitForChild("PlayerGui") as Folder; 7const textBox = new Instance("TextBox"); 8textBox.Position = UDim2.fromScale(0.5, 0.5); 9textBox.Parent = screenGui; 10 11textBox.FocusLost.Connect((enterPressed) => { 12 if (enterPressed) simple.fire("redeemCode", textBox.Text); 13});
No vulnerabilities found.
Reason
no binaries found in the repo
Reason
license file detected
Details
Reason
4 existing vulnerabilities detected
Details
Reason
Found 1/13 approved changesets -- score normalized to 0
Reason
project is archived
Details
Reason
no effort to earn an OpenSSF best practices badge detected
Reason
project is not fuzzed
Details
Reason
security policy file not detected
Details
Reason
Project has not signed or included provenance with any releases.
Details
Reason
branch protection not enabled on development/release branches
Details
Reason
SAST tool is not run on all commits -- score normalized to 0
Details
Score
Last Scanned on 2025-07-07
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