#Question About Implementation

1 messages · Page 1 of 1 (latest)

chrome lotus
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The code is an implementation for a multiplayer turn based rpg where it returns a handler that deals with player join requests. The motivation behind this is to be able to hook and unhook events based on game state without explicitly passing the state in. I'm just looking for a short response if this seems reasonable or I should go about another approach. (if any please point out errors)

leaden bloom
#

Very complex for an otherwise super simple task but to answer your question, it is just up to whether or not it works for you.

Also, if you have a parameter named JoinBindable that is typed as a bind able event, you don't need the Bindable part in the parameter name

#

When you do

If blacklist then blacklist = blacklist
Else blacklist = {}
End

You can replace it with
Blacklist = blacklist or {}