Does Roblox even use TCP at all (aside from HTTP requests)? I was under the impression they used a fork of RakNet which uses UDP only.
Are game events processed between an intermediary server between the user and whatever server receives the information (Like a triangle, host > server > server2 > host), or is processing and forwarding done on the same server? And is there any documentation on the infra for Roblox?
I’m not familiar with RakNet but UDP is definitely the primary road of communication to hosts.
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Hi Creators!
We’re releasing some improvements to UnreliableRemoteEvents that you might have glanced from the release notes recently:
- Payload limit has been increased to 1000 bytes on both Client and Server.
- Fixed a bug where the limit was inconsistent between Client and Server.
- Fixed a bug where the payload limit was reduced for long lived servers with many rotating players.
- UnreliableRemoteEvents that have no listeners connected will no longer be queued. The error message is similar as before if the queue length was exhausted.
As always we welcome any feedback. If you encounter any issues or have any concerns please do let us know!
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