⚡ Network Events
About
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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