Game servers being lagged

I can’t do “OnServerEvent” for this specific event they’re spamming, since I lack permission to access the path of the event.

So you’re not sure how they are spamming the event?

Was just gonna say that thanks man you’re faster :joy:

Yes if you try and access the same place through a LocalScript, it still errors.

They are doing it because executors are able to bypass the permission restrictions, and are able to access the places that are usually only accessible in by core scripts.

So they’re clearly exploiting and Roblox isn’t doing a thing apparently. Same thing for those bots spamming group walls with join my twytter, etc… they’re unstoppable even by Roblox…

Yk that script injectors often use loadstring() so if you are able to find the script, you could obviously copy the code, edit it to rate-limit that event by also executing loadstring() because that bypasses restrictions.

Yeah basically, in my opinion I think that ROBLOX should be able to detect the massive amount of data being sent through event and kick the player who is sending it. But apparently not.

Interesting idea, I will look into that.

I remember of something, there is a way with Network service to detect the kb/s sent by a player, record the average kb/s sent by a normal player, check for that in a while wait(1) loop and ban the player if that exceeds the set amount.

1 Like

Oooh if that works, I will definitely use it.

network service is filtering, i literally said that

This thread has really taken a deep dive into nonsense.

I think we’re making an assumption based on little to no evidence that this is actually the problem, and the proposed “solutions” are all prone to many obvious problems.

Tracking how many KB/s a client is sending is going to have an incredibly vast margin of error. When a client is lagging for 5 seconds and then they aren’t lagging anymore, what happens? All of those packets finally get sent to the server and all of the sudden there’s a big spike, how do you account for that? You don’t.

Instead of trying to solve an assumed problem, it might be better to try to gather some evidence.

If an exploit can, in fact, crash a server by simply spamming a remote event, then there is an issue with how that remote event is being handled on the server, in this case, if you’re right, a Roblox issue.

This would be a platform wide problem and I promise you it would be abused incredibly heavily on more popular games, which is not the case, leading me to think that there might actually be a more pressing issue going on in your game that you might be overlooking.

I wouldn’t assume these posts from 5 months ago are valid, nor are the people talking about it at all reputable, nor is any evidence submitted that what they presuppose to be the issue actually is.

Instead of wasting time trying to solve an assumed problem, spend your time investigating and proving what the issue is first.

If, in fact, this Roblox remote event is the issue then gathering evidence and submitting that to Roblox is far more valuable than simply spamming “solutions” which are untested, and honestly, full of obvious problems.

2 Likes

Thanks, yeah, I will try and find evidence to back up what’s happening, thanks.

EDIT: I will reply with another post when I have the evidence.

Update: I can send the script, when it was executed, it put my ping up from 40 to 300ms - someone else was executing it so I know that it isnt just for the person executing it, I guess 300 ms wouldnt be a big deal for most games, but since mine is a melee fighting game, it makes the combat really janky.

That sounds like it’s lagging the server. Did you get the micro profiles? Also feel free to post the script.

1 Like

For the lag problem, if the client doesn’t send any packets when lagging, just skip the next iteration to kick the player…

We at least try to find a temporary solution while Roblox fixes that… if you never test, you cannot know, how did you think I created a spam intelligence database with over 40K messages flagged by my own AI. These messages all come from groups where bots use them to send potentially unsafe messages. It also removes it, etc… I personally think that my temporary solution about that spam very good is because Roblox isn’t doing anything currently… this will be the same thing for the issue, not enough games are affected for Roblox to care about that.

Exploiters can also stop sending packets for a few seconds. It’s not a very reliable or good solution to the problem. If we can prove that this is an issue with the way Roblox is handling the remote that’s a lot more valuable because then Roblox has to fix it. Again, let’s gather some evidence instead of attempting to come up with solutions to a problem that may or may not exist.

1 Like

There are a LOT of factors that allows us to stop exploiters, we’re just not using them