Optimize your game for performance and smooth network communication.
Understand and manage network ownership for smooth gameplay.
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
-- Give player ownership of their tools
for _, tool in ipairs(player.Backpack:GetChildren()) do
if tool:IsA("Tool") then
local handle = tool:FindFirstChild("Handle")
if handle then
handle:SetNetworkOwner(player)
end
end
end
-- Set ownership for player's vehicle
local vehicle = workspace:FindFirstChild(player.Name .. "_Vehicle")
if vehicle then
for _, part in ipairs(vehicle:GetDescendants()) do
if part:IsA("BasePart") then
part:SetNetworkOwner(player)
end
end
end
end)
end)
Give clients ownership of objects they control for better responsiveness.
Minimize network traffic and avoid exploits.
-- CLIENT SCRIPT
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local remote = ReplicatedStorage.BulkUpdate
local updateQueue = {}
local lastSendTime = 0
local sendInterval = 0.1 -- Send every 100ms
local function queueUpdate(updateType, data)
table.insert(updateQueue, {
type = updateType,
data = data,
timestamp = tick()
})
end
-- Send queued updates
game:GetService("RunService").Heartbeat:Connect(function()
local currentTime = tick()
if currentTime - lastSendTime >= sendInterval and #updateQueue > 0 then
remote:FireServer(updateQueue)
updateQueue = {}
lastSendTime = currentTime
end
end)
-- Usage
queueUpdate("position", character.HumanoidRootPart.Position)
queueUpdate("health", humanoid.Health)
Batch multiple updates into one RemoteEvent call to reduce network traffic.
-- SERVER SCRIPT
local rateLimits = {}
local MAX_REQUESTS_PER_SECOND = 10
local function isRateLimited(player)
local userId = player.UserId
local currentTime = tick()
if not rateLimits[userId] then
rateLimits[userId] = {
requests = 0,
resetTime = currentTime + 1
}
end
local limit = rateLimits[userId]
-- Reset if time window passed
if currentTime >= limit.resetTime then
limit.requests = 0
limit.resetTime = currentTime + 1
end
-- Check if over limit
if limit.requests >= MAX_REQUESTS_PER_SECOND then
return true
end
limit.requests = limit.requests + 1
return false
end
remote.OnServerEvent:Connect(function(player, ...)
if isRateLimited(player) then
warn(player.Name .. " is rate limited!")
return
end
-- Process request
end)
Prevent exploiters from spamming RemoteEvents.
Replicate only what players need to see.
-- Enable in game settings:
-- game.Workspace.StreamingEnabled = true
-- Handle streaming events
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local humanoid = character:WaitForChild("Humanoid")
-- Wait for important parts to stream in
local function waitForPart(partName)
local part = workspace:WaitForChild(partName, 5)
if not part then
warn("Part didn't stream in: " .. partName)
end
return part
end
-- Load important game objects
waitForPart("SpawnArea")
waitForPart("MainBuilding")
end)
end)
Streaming Enabled only loads nearby parts, improving performance in large games.
Create a simple rate limiter that allows 5 requests per second.
local function canMakeRequest(player)
-- Your rate limiting logic
end
local requests = {}
local function canMakeRequest(player)
local userId = player.UserId
local currentTime = tick()
if not requests[userId] then
requests[userId] = {}
end
-- Remove old requests
local playerRequests = requests[userId]
for i = #playerRequests, 1, -1 do
if currentTime - playerRequests[i] > 1 then
table.remove(playerRequests, i)
end
end
-- Check limit
if #playerRequests >= 5 then
return false
end
table.insert(playerRequests, currentTime)
return true
end
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