SuperAPI AI Directory

scenario-roblox-networking

Security & auditing

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Updated 10-21 13:32

About this skill

Roblox Networking and Security

Target: Roblox Studio (October 2026 build) on macOS, driven through the scenario-roblox-expert toolkit.

Expert level here means every client-triggerable action is attacker input: the server owns state, checks each call in a fixed order, and proves it by firing hostile arguments from a playtest client. Detection supplements validation, and visible consequences come late, from varied signals.

If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-roblox-expert (channels, review loop, toolkit, current-Roblox traps).

Stance (the expert delta)

  1. Remotes carry intent, never results. The client names an item, and the server prices it. A weapon reports origin and hit point, never the victim or the damage (Creator Docs, client-server boundary; GnomeCode).
  2. Check in a fixed order: rate, then arguments, then context. The docs list context, type, value and rate; running the rate limit first is cheapest [added]. NaN passes typeof(v) == "number" and fails every comparison, so use math.isfinite (Creator Docs; Suphi Kaner). Live, NaN and infinity payloads through a handler that only range-checked set an IntValue balance to -9223372036854775808.
  3. An Instance argument is a claim. Check typeof and IsDescendantOf(expectedFolder): a table can mimic an Instance, and a client can replay a destroyed pickup it still references (Creator Docs; Suphi Kaner).
  4. Every client-triggerable surface is a remote. ProximityPrompt checks distance on Triggered only and ignores Enabled. ClickDetector has no server checks. Touched reports the client's physics (Creator Docs; Suphi Kaner).
  5. Movement: Server Authority for new competitive games, a server MoveGuard for existing casual places. The deciding condition is genre plus whether you can adopt fixed simulation, InputActions and streaming (Creator Docs; Jason Knight, Roblox). Server Authority does not stop ESP, aimbots or camera abuse (ev1).
  6. Validate hits against what the attacker saw. Roblox has no built-in lag compensation (ev1). Rewind server-recorded positions over [now - min(ping + 0.1, 0.4), now] [added], or use a cone of about 10 degrees (ev1). Obstruction uses static geometry only (Creator Docs).
  7. Consequences climb a ladder and arrive late. Keep a decaying suspicion score, require two distinct reasons before enforcement, and delay visible action randomly by 20 to 90 s [added numbers]. Honeypot remotes and direction honeypots are high-confidence signals (Creator Docs, server-side detection). For movement, rubber-band instead of kicking, because lag causes false positives (GnomeCode).
  8. UnreliableRemoteEvent only for frequent cosmetic data under 1,000 bytes. The cap is 1,000 bytes (Creator Docs); the 900 figure in a 2025 Roblox Learn video is outdated, and live a 980-byte random buffer arrived while 1,000 was dropped. Both remote types need identical validation.

Establish first

  • Workspace.AuthorityMode: Automatic means client-owned characters (MoveGuard applies); Server means the engine simulates them. rbx_net.audit_place(place) reads all six settings offline.
  • Stakes: competitive or casual, live or prototype. A prototype can defer honeypots and the ladder, never validation.
  • Remote inventory: name, direction, frequency, payload size, and what server value each handler writes.
  • Interactive surface: prompts, ClickDetectors, DragDetectors, Touched pickups, and whether their parents are unanchored.
  • Enforcement policy: kick, Players:BanAsync, or mitigation only; who handles appeals (Net.reset).
  • Defaults when unanswered: every remote through Net.bind, one honeypot, Net.serverOnly on server-to-client remotes, enforcement as a dry run during tests.

Procedure

Run each stage through the toolkit; full code and test results are in procedures.md. Status: 24 live tests pass in Studio 0.743 (arena rerun and Server Authority place on 2026-10-19). Keep NetKit (Guard, RateLimit, Suspicion, Net, HitCheck, MoveGuard) as ModuleScripts under one server folder. rbx_net.kit_tree(project_dir) gives the Rojo fragment for a test place; in a user's repository, rbx_net.vendor_kit(repo, dest) copies the modules in and returns paths inside it.

  1. Audit. Goal: a list of every remote, handler and interactive instance with findings. How: rbx_net.audit_place(place) offline (Lune), then rbx_net.run(studio, "return NetAudit.run(game, Audit)", kit=["NetAudit"], lead_kit=["Audit"]) in Edit. GATE: zero errors; every warning fixed or justified; live tally equals offline tally.
  2. Validate and limit. Goal: no handler runs on bad arguments or at flood rates. How: Net.bind(remote, {args = {Guard...}, limit = {capacity, perSecond}, handler = fn}) for every client-to-server remote; idempotent handlers on the server clock. GATE: the audit shows no handler-unvalidated, nan-unsafe, trusted-value or no-rate-limit finding.
  3. Hits. Goal: claims checked against history. How: a 1 s HitCheck.History per target pushed every Heartbeat, HitCheck.melee and HitCheck.ranged with ExcludeInstances or IncludeInstances for static walls. GATE: out-of-reach, fake-origin, through-wall and offset shots rejected; valid shots hit.
  4. Movement. Goal: speed and teleport hacks neutralized without false positives. How: Server Authority (Rojo writes the settings, stage P11), or MoveGuard.start with MoveGuard.grace(player, s) before every server teleport; enforce = false only logs, then measures from where the character stands. GATE: honest walk 0 flags; client teleport and local WalkSpeed changes rubber-banded (live: WalkSpeed 80 for 2.5 s netted 12.6 studs on the server). Under Server Authority, live: W held 2 s moved the server character 32.4 studs, a client teleport 0, local WalkSpeed 80 then W 32.0.
  5. Ownership and surfaces. Goal: no client-owned part decides an outcome. How: SetNetworkOwner(nil) on unanchored pickups, NPC roots and prompt parents; Net.prompt re-checks distance, state and rate; a distance check in MouseClick; Net.touch for Touched pickups (toucher, CanTouch, distance, MoveGuard reach, shared limiter). GATE: a client CFrame write moves nothing on the server.
  6. Exploit tests from the Client. Goal: proof, not intent. How: in a Playtest, rbx_net.fuzz(pt, path, gap=...), a same-frame spam, a honeypot fire, then rbx_net.net_log(pt) in the Server data model. Include a deliberately vulnerable remote as a negative control. GATE: balances and health unchanged, ok_<Remote> equals the valid-case count, no server script error, the negative control pays out. A Touched pickup has no remote: use exploit_case with a client teleport onto the part, then a Net.touch part and a bare Touched part side by side (P6).
  7. Detection and consequences. Goal: high-confidence signals, delayed action. How: Net.init({enforce = ..., enforceDelay = {20, 90}}), Net.honeypot, Net.serverOnly. GATE: one honeypot fire reaches enforce with a scheduled delay; a flood alone stays below restrict.
  8. Latency. Goal: valid play survives real ping. How: rbx_net.set_latency(studio, 100, 100) in Edit before Play, last-moment swings at a moving target. GATE: rewind hit rate at least 0.8. Live at 202 ms ping: rewind 13 of 13, no rewind 0 of 13 (three runs). Trigger the swings close to reach plus slack: with 0.2 s of margin left, the no-rewind rate swung from 31 to 92 percent between runs.
  9. Bandwidth. Goal: small, on-change traffic. How: rbx_net.payload_probe before choosing unreliable delivery; pack with buffer; sequence numbers on streams. GATE: payloads measured under the cap; stream accepted count equals sent.

Numbers

Value Relative to Source
1,000 bytes UnreliableRemoteEvent payload after compression; a lone buffer fits 996 Docs; live: random 980 arrived, 1,000 "went over by: 4 bytes"
About 500 per second Client-to-server requests per client, per remote type RemoteEvent reference; not observed in a Studio playtest (live: 1,000 arrived within 0.5 s)
Burst 5, 1 per 2 s Docs token bucket sample TokenBucket.new(5, 10) Docs
50 dropped calls in 1 s Flood flag threshold, once per window [added]
WalkSpeed + 5 studs/s MoveGuard allowed XZ speed, dt clamp 0.01 s Suphi Kaner
6 studs, leak 0.5/s MoveGuard burst bucket [added]
0.1 s interp, 0.4 s cap Rewind window [now - min(ping + 0.1, 0.4), now] [added]
About 10 degrees Hit plausibility cone ev1
1, 3, 6, 10 Suspicion levels log, mitigate, restrict, enforce; half-life 120 s [added]
20 to 90 s Random delay before visible enforcement [added]
64, 50 chars Replicated attributes per predicted instance; name and string length Docs
0.5 percent Highest scripted packet loss (5 reads back 0.5) live
50 KB/s Roblox's send and receive target per client (Stewiepfing aims for 25) Stewiepfing

Quality gates

Measurable:

  • Audit: zero errors; every warning resolved or written down with a reason.
  • Fuzz: every hostile case lands in args_<Remote> or rate_<Remote>; balances, health and pickups unchanged.
  • Spam: 1,000 same-frame reward fires grant once; purchases never exceed the bucket.
  • Hits, movement, ownership, prompts: verdict counters match the test cases (procedures P4 to P6).
  • Console during the fuzz: no ServerScriptService.<script>:<line> error from your handlers.
  • Latency: hit rate at 100 ms each way within 0.2 of the baseline.
  • Types: zero errors on both Luau solvers, luau-lsp analyze with and without --flag:LuauSolverV2=true, with a sourcemap built by rojo sourcemap --include-non-scripts (scenario-roblox-tooling gate).

Visual:

  • A client capture during play with no flags from rbx_review.image_checks.
  • For Server Authority, the visualizer under simulated latency (GUI only, gui-paths.md).

Score the result with critique.md before calling it done.

Common mistakes

Mistake Symptom Fix
Range check without math.isfinite Balance becomes NaN or INT64_MIN Guard.num, Guard.int, Guard.vec3
Client sends price, damage or amount Free items, infinite money Client names the item; server looks it up
Debounce as the only pickup guard Duplicated pickups from replays Guard.inst(folder), destroy on grant
Rate limit on the client only Remote spam still lands Server bucket per UserId, cleared on PlayerRemoving
Kick on one movement flag Laggy players kicked Rubber-band, score, two reasons, delay
No grace on server teleports Your own teleport flags players MoveGuard.grace(player, s) first
Unanchored prompt parent Prompt used from anywhere SetNetworkOwner(nil) or anchor
InvokeClient for answers Server thread hangs forever RemoteEvent request and reply with a timeout
Batching into an UnreliableRemoteEvent Silent drops past 1,000 bytes Reliable for batches; measure with payload_probe
Hits checked at "now" only Valid hits rejected under lag Rewind window or cone
Raycast against moving players for walls Lag rejects real shots Static geometry only
LocalScript under ReplicatedStorage as loader Client code never runs Script with RunContext Client
Server Authority test driven by MoveTo or character_navigation Nothing moves, so every hack looks blocked Hold keys (Playtest.press); prove an honest walk moves first

Handoffs

  • Receives from scenario-roblox-architecture: the remote list, folder layout and where state lives.
  • Receives from scenario-roblox-gameplay: hitbox, projectile and ability rules to validate.
  • Delivers to scenario-roblox-data: validated, finite, size-checked values before any save, plus trade and purchase atomicity questions.
  • Delivers to scenario-roblox-monetization: grants only from ProcessReceipt; the purchase-signal finding.
  • Delivers to scenario-roblox-performance: payload sizes, send rates and the Server Authority simulation budget.
  • Asks scenario-roblox-luau for buffer packing and Parallel Luau questions, and scenario-roblox-tooling for CI wiring of the offline audit.

Current Roblox notes

  • Server Authority reached full release on 2026-07-09. AuthorityMode Server sets StreamingEnabled, Deferred signals, UseFixedSimulation, NextGenerationReplication and PlayerScriptsUseInputActionSystem.
  • Scripts cannot read or set those settings from Studio's MCP context ("lacking capability RobloxScript"); write them in the Rojo project or the Properties panel. Check them by behavior: Deferred signals, input-only movement.
  • Inside BindToSimulation, use time(); task.defer leaves the simulation step; effects belong in RenderStepped, not in the simulation.
  • RaycastParams.ExcludeInstances and IncludeInstances replace FilterDescendantsInstances and FilterType (2026-04-07); Blacklist and Whitelist are gone.
  • The Network Simulator is in beta and drives NetworkSettings; the legacy IncomingReplicationLag still exists but is not the tool.
  • Yielding APIs carry the Async suffix (BanAsync, UnbanAsync, GetBanHistoryAsync).

References