This idea was rejected for security reasons, sorry everyone!
Is there another method we could possibly get that would allow our own servers to send messages to the roblox servers? That is really what is needed right now. Hence why I posted this.
Perhaps can you give an example of the security issues? Just wondering.
Thanks for sharing the original article with me.
Bump because I wonder if there was/can/will be a reconsideration for websocket support.
As of right now there is a hacky way to do websockets but its extremely limited and connection can be easily lost, and with this thread being created almost ten years ago roblox has come a long way since then, is there really no secure way of making websocket support? I see that in 2021 at least one roblox staff was peering at this thread but I feel like it has been forgotten.
Also websocket support would be insanely beneficial for games since third party servers can process things much much faster than lua can, such as calculations involving nested loops.
You could use MessagingService OpenCloud API to send data from an external server to a roblox server and any roblox server to external server can be done through normal post requests using HttpService
Using a get/post request for receiving messages would require polling, and that creates unnecessary traffic. Websockets would be ideal. There is a reason services like discord use websockets to push events. I want more realtime/frequent applications for it.
You don’t need to use get/post to receive messages on the roblox server, you would just connect to the Topic using MessagingService
that doesn’t apply to what I would use it for.
MessagingService APIs (and it’s Open Cloud counterparts) are experience-wide with experience-wide rate limits. I think what most of here want is the ability to create a real-time & 2-way connection between a (external) server and a roblox server.
technically it’s a problem, if basic http requests have a low ratelimit, there’s a reason for it
I disagree. This is an enormous security risk foir my game and will compromise its security.
Then properly secure your game
exactly. there is a reason major companies including ones of game development use such programs. it can’t really hurt to use, just needs a good implementation
How will this compromise your game? You don’t have to use websockets.
Greetings! I’ve been researching methods of real-time communication between ROBLOX servers and external web servers, and wanted to throw my two cents in here.
Currently, while the method of the Open Cloud Messaging API is very nice from a development standpoint, the application I’m developing will require our end users to attempt to issue API keys to the platform, for every game the system is active in. Being able to connect to a Web Socket server from any game and transferring data that way, would make things extraordinarily easier on myself and the application’s end users. I’m personally not sure of any extra security risks this poses other than what HTTP / the MessagingService API already presents, but if possible I’d like to hear other opinions on this.
Is your only issue with the Messaging API the difficulty to issue API keys? Wouldn’t it be more feasible then to suggest a more simplified API issuing flow?
Using the Messaging API is effectively free money: you don’t have to pay infrastructure or handle scaling (thousands of connections will get heavy). Use it to your advantage!
Finally adding a WebSocketService after years of feature requests just to make it RobloxScriptSecurity is insulting.
A lot of unstable APIs are made inaccessible prior to their release. It doesn’t mean it’ll stay as CoreScript
-only, but there’s no way to know for sure