I’ve experienced exploiters lagging games / crashing servers and everyone in it within the past 24 hours. This seems to be a roblox exploit as this is happening in other games such as Mic Up and Natural disaster survival.
It is imperative to note that this works in R6/R15 and is almost impossible to prevent.
Happening in a few games that I work on as well. Pretty serious vulnerability here. Attempted patches using Animator.AnimationPlayed and Humanoid:GetPlayingAnimationTracks() are not quick enough to prevent servers from crashing once the exploit’s code has been run. The AnimationId that OP provided (132120738166011) is the same one that has been reported to me as being the culprit, as well.
You can add a temp patch by reading on the server if they have animations like 132120738166011 playing or if they have more than 255 animations playing at once. Now of course they can keep re-uploading animations. But this should stop some of them until Roblox does something
Dev for Kotojo here, I threw a quick and dirty script together to patch for until ROBLOX fixes it. (Just shove this in a Script on server)
EDIT: forgot to add the CharacterAdded part so it works on respawns
local Players = game:GetService("Players")
local AnimationClipProvider = game:GetService("AnimationClipProvider")
local function handleAnimation(player : Player, animationTrack : AnimationTrack)
local animationClip = AnimationClipProvider:GetAnimationClipAsync(animationTrack.Animation.AnimationId)
local instanceAmount = 0
for _, badInstance in animationClip:GetChildren() do
if badInstance:IsA("MarkerCurve") then
instanceAmount += 1
end
end
if instanceAmount >= 50 then
player:Kick("Crashing")
end
end
local function handleCharacter(player : Player, character : Model)
local Humanoid = character:WaitForChild("Humanoid", 10)
local Animator = Humanoid and Humanoid:WaitForChild("Animator", 10)
if not Animator then
player:LoadCharacterAsync()
return
end
Animator.AnimationPlayed:Connect(function(animationTrack : AnimationTrack)
handleAnimation(player, animationTrack)
end)
end
local function handlePlayer(player : Player)
if player.Character then
handleCharacter(player, player.Character)
end
player.CharacterAdded:Connect(function(character : Model)
handleCharacter(player, character)
end)
end
Players.PlayerAdded:Connect(handlePlayer)
for _, player in Players:GetPlayers() do
handlePlayer(player)
end
Sorry to reply but if’s possible plz forward this emote to someone within moderation. This is the emote that is linked to the malicious keyframe I provided earlier. That would mitigate the problem while engineers fix the root problem:
This is still occurring and causing a lot of servers to crash. The most likely have multiple animations being used, basically not much success in just deleting the animations. Roblox engineers need to actually patch this.