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TabooHarmonyTabooHarmony/roblox-brain/skills/core/roblox-networking/SKILL.md

roblox-networking

Skill150 starsChanged 51 days agoMITView on GitHub

Use when adding, changing, or auditing RemoteEvents/RemoteFunctions: argument validation, rate limits, server authority, exploit prevention.

6 other projects use a version of this, 2 of them edited.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

3 rules. 0 are common, 2 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 6 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Every client argument is attacker-controlled.

    line 25
  2. Distinctive:

    Look up prices, damage, rewards, permissions from server-owned definitions.

    line 26
  3. Very specific:

    Check NaN/infinity first (x ~= x, math.abs(x) == math.huge): NaN defeats </>.

    line 35

“Common” is measured: kept by at least 6 in 10 of the 6 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

roblox networking

When to Load

Load when adding a remote, handling untrusted input, adding cooldowns, or assigning authority.

Quick Reference

  • Every client argument is attacker-controlled; validate type, size, ownership, state, distance, cooldown on the server.
  • Look up prices, damage, rewards, permissions from server-owned definitions.
  • Choose the authority model first: Server Authority uses client prediction + server rollback, and is not SetNetworkOwner.
  • Under Server Authority, simulation input uses InputAction/BindToSimulation() + UseFixedSimulation, not a remote.
  • Events for most gameplay requests; keep RemoteFunction calls short and bounded.
  • RemoteEvent for reliable state; not ordered vs property/attribute replication — one explicit channel or version state. UnreliableRemoteEvent only for replaceable data; droppable, 1000-byte cap.
  • Engine ceiling: each remote type has ~500 FireServer req/s/client, pooled across same-type remotes — a ceiling, not a target.
  • Measure payload and fire rate under load; budget rate × bytes × recipients; snapshot on join, diffs after.
  • Hit timestamps are untrusted context, never proof. Bound freshness and validate server history; see full.md §3a.
  • Typed schemas do not replace security checks. Pin generators and verify generated output in CI.
  • Check NaN/infinity first (x ~= x, math.abs(x) == math.huge): NaN defeats </>. utf8.len catches malformed UTF-8 that fails a DataStore save.
  • Serialization: functions arrive nil, metatables stripped, mixed keys mangled, nil truncates tables, tables are copies — validate field by field, share state via server-owned snapshots/ids.
  • Server Authority needs AuthorityMode = Server + its bundle; misprediction/rollback are normal (full.md).
  • Rate limits protect the server; validation still rejects invalid requests. Bindables are same-side only: tables copied, metatables stripped, Invoke yields until OnInvoke returns.
  • Record suspicion with thresholds; never punish one malformed packet.
  • Edit-mode play: wrap the network layer so RunContext:IsEdit() gets a loopback mock (full.md).

Need details? references/full.md has validation, throttling, and mock patterns.

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