Skip to main content

⚡ Network Events

About

...

Middleware

Timeout & Retry

Rate Limiting & Flood Protection

DDoS protect

also includes Bandwidth Budgeting (Set per-player or global limits and receive warnings when you exceed them.)

AOI (Area‑of‑Interest) Filtering

Client Prediction & Reconciliation (Rollback)

Let clients predict movement/animations locally and reconcile when the server corrects them.

Codecs

Swap in JSON, MessagePack, Protobuf, or custom bit‑packed formats.

OOP

Maybe also something that preserves the metatable index so u can literally pass in any OOP object with metatable and it will reconstruct on the other side

Latency Simulation

Inject arbitrary delay, drop rates or jitter locally so you can test how clients cope under poor network conditions

Profiler

Built‑In Profiler - Track round‑trip times, bandwidth per-remote, calls per-second, etc., surfaced in an in‑game debug UI.

Interpolation

Type Validation

zod-like middleware

Batching

API