About 2 months ago I created the first version of the EventTracker, which is a module that allows you to track the amount of times its triggered within a second, which can help dealing with exploiters mass spamming remote events, or remote functions.
In that time I have made lots of improvements to said module, in which I am happy to present the beta version! Along with some other stuff to support it!
Get It:
Log:
I have created a log so anyone who cares can see changes!
Documents:
Notes:
If you have any suggestions on how I can improve this, feel free to let me know! This may also contain bugs as I havent tested this version a whole lot. Anyhow, peace!
Also know that the module is called MainModule, that way you can use require(109290221378018) to quickly insert it into your projects, and you’ll always have the latest version
this is great and I’m totally gonna use it
I looked through the code and you send the remote info by doing “A,B,C,D,E,F,G,H,I,J”, but you can put “…” so it’s not limited to 10 parameters
and I don’t know if it’s intentional but on line 220 it only fires with the player
frodev… i believed in you i am so heartbroken,
does this create its own connection wrapper or can i use something like goodsignal with this? what does it expect to be passed
i am on mobile rn and there’s no documentation on the post
also sometimes when sanity checking events developers may want to do some other checks like hook filters or duplicate filters, but these are kinda less common but just wondering if there could be a somewhat of a prehook phase as some people might want to drop duplicates too
an example of a prehook might be like, as example a reuseable text does something client to server
where you want to filter and clean white spaces before using the string on multiple occasions and would rather just call it outside of the event to just be dealt with cleanly
and for duplicate filters it does sometimes occur where too many of the same request is made (when it shouldn’t, like let’s say teleporting) due to maybe spamming, bad denounces (dev error), or lag so having an option to do a shallow table comparator to make sure the request is different than the previous one or it’s been long enough since the last one so multiple responses (in this case, teleporting) don’t occur
teleporting is a little more forgivable but somethings might be more unforgiving especially if a debounce isn’t implemented directly in the event handler