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Client-server communication - RemoteEvent, UnreliableRemoteEvent, RemoteFunction, what survives serialization, typed remote modules, server validation and rate limiting, bandwidth (deltas, buffers, batching), synced time, Zap/Blink. Use when adding remotes, syncing state to clients, debugging nil/lost remote arguments, or reducing lag and bandwidth.
npx skill4agent add el4cteo/roblox-skills roblox-networking| Channel | Delivery | Use for |
|---|---|---|
| Reliable, ordered | Requests (client→server), game events, UI updates. The default. |
| May drop or reorder; payload ≤ 1000 bytes (larger payloads are dropped) | Continuous, superseded-by-next data: aim direction, cosmetic VFX, positions of non-physics objects. |
| Request/response, yields caller | Client→server queries that need an answer (e.g. "can I buy X?"). |
| Attributes / properties | Automatic replication server→client | Persistent state clients read (health, team, round state). |
| Physics replication | Automatic for owned assemblies | Moving parts; see |
RemoteFunction:InvokeClientRemoteEvent--!strict
-- ReplicatedStorage/Shared/Net.luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local FOLDER_NAME = "Remotes"
local IS_SERVER = RunService:IsServer()
local folder: Instance
if IS_SERVER then
folder = ReplicatedStorage:FindFirstChild(FOLDER_NAME) or Instance.new("Folder")
folder.Name = FOLDER_NAME
folder.Parent = ReplicatedStorage
else
folder = ReplicatedStorage:WaitForChild(FOLDER_NAME)
end
local function get<T>(className: string, name: string): T
if IS_SERVER then
local existing = folder:FindFirstChild(name)
if existing then
return existing :: any
end
local remote = Instance.new(className)
remote.Name = name
remote.Parent = folder
return remote :: any
end
return folder:WaitForChild(name) :: any
end
return {
RequestPurchase = get("RemoteEvent", "RequestPurchase") :: RemoteEvent,
InventoryChanged = get("RemoteEvent", "InventoryChanged") :: RemoteEvent,
AimDirection = get("UnreliableRemoteEvent", "AimDirection") :: UnreliableRemoteEvent,
GetShopStock = get("RemoteFunction", "GetShopStock") :: RemoteFunction,
}OnServerEventOnServerInvokePlayer--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Net = require(ReplicatedStorage.Shared.Net)
local ITEM_PRICES: { [string]: number } = { Sword = 100, Shield = 150 }
local MIN_INTERVAL = 0.25
local lastRequest: { [Player]: number } = {}
Net.RequestPurchase.OnServerEvent:Connect(function(player: Player, itemId: unknown)
local now = os.clock()
if now - (lastRequest[player] or 0) < MIN_INTERVAL then
return -- rate limited
end
lastRequest[player] = now
if typeof(itemId) ~= "string" or #itemId > 64 then
return -- malformed: never trust argument types
end
local price = ITEM_PRICES[itemId]
if not price then
return -- unknown item
end
-- check the player's server-side balance, deduct, grant, then notify:
Net.InventoryChanged:FireClient(player, { added = itemId })
end)
game:GetService("Players").PlayerRemoving:Connect(function(player)
lastRequest[player] = nil -- avoid leaking Player keys
end)roblox-securitynilnilnilServerStoragenilbufferVector3CFrameColor3EnumItemInstancebufferHeartbeatTweenServiceProcessPacketsAllocate Bandwidth and Run Senders--!strict
-- Pack a hit notification into 11 bytes instead of a table with string keys.
local function encodeHit(targetId: number, damage: number, position: Vector3): buffer
local b = buffer.create(11)
buffer.writeu32(b, 0, targetId)
buffer.writeu16(b, 4, math.clamp(math.round(damage), 0, 65535))
buffer.writei16(b, 6, math.clamp(math.round(position.X), -32768, 32767))
buffer.writei16(b, 8, math.clamp(math.round(position.Z), -32768, 32767))
buffer.writeu8(b, 10, math.clamp(math.round(position.Y / 4), 0, 255))
return b
end
local function decodeHit(b: buffer): (number, number, Vector3)
return buffer.readu32(b, 0),
buffer.readu16(b, 4),
Vector3.new(buffer.readi16(b, 6), buffer.readu8(b, 10) * 4, buffer.readi16(b, 8))
end
print(decodeHit(encodeHit(42, 25, Vector3.new(10, 20, 30))))workspace:GetServerTimeNow()player:GetNetworkPing()LocalPlayerroblox-securityroblox-architectureroblox-physicsroblox-performance