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Roblox networking framework built to skyroket your developer experience!

Features​

...

Philosophy​

Composition over inheritence - as you can see with the whole middleware system and whole project structure.

Planned Features​

  • Delta-Compression - Send only changed fields instead of the full table/object each tick. - this should be default in NetProperty - TODO
  • Plugin API? or maybe just middlewares?
  • Queue NetEvent server call to player(s?) so that they dont miss the event
  • maybe provide support for some other libs to wrap and speed up Roket
  • make services not reload everytime they are required but persist in store

Below is AI stuff but it covers pretty much everything I'd ever want for this framework (i think)

  • Snapshot & Interpolation of properties middlewares
  • Built‑In Profiler - Track round‑trip times, bandwidth per-remote, calls per-second, etc., surfaced in an in‑game debug UI. NetEvent middleware
  • Latency / Packet‑Loss Simulation - Inject arbitrary delay, drop rates or jitter locally so you can test how clients cope under poor network conditions. NetEvent middleware
  • Record & Replay - Capture a sequence of client↔server interactions in a real session, then replay them deterministically for debugging. - thats a huge undertaking that could work with Transaction and rollback of NetEvent
  • Transaction / Unit‑Of‑Work API - Let clients bundle multiple calls/properties into one atomic “commit” with rollback on failure. - ye i think thats good, not even roblox batching can sometimes saves lots of calls transaction
  • Regex Subscriptions? (like Player(HP|MaxHP)Changed) object group
  • Pluggable Codecs - Swap in JSON, MessagePack, Protobuf, or custom bit‑packed formats. NetEvent middleware
  • Timeouts & Retries NetEvent middleware
  • Event Filtering? (deliver event only to those that meet requirements, like is VIP or has certain level or cash, auth hooks) user middleware
  • Prioritized Sync - Critical properties update every frame (or :Set()); less‑critical ones less often. NetEvent middleware for rate limiting
  • Area‑of‑Interest (AOI) Filtering - Automatically only send updates about things near the player. NetEvent middleware for AOI
  • Rate Limiting & Flood Protection - Throttle clients that fire events too quickly to prevent DDOS/exploits. stated above as NetEvent middleware
  • Bandwidth Budgeting - Set per-player or global limits and receive warnings when you exceed them. rate limiting
  • Client Prediction & Reconciliation - Let clients predict movement/animations locally and reconcile when the server corrects them. NetEvent middleware
  • Authoritative Server Logic - Helpers for “optimistic” client calls that get rolled back if the server disagrees. same as above
  • Rollback Networking - For fast‑paced games (fighters, racing), rewind/re‑simulate inputs to resolve conflicts fairly. (here maybe kinda the same as snapshot and then rollback) same as above
  • Optional Encryption - Encrypt particularly sensitive payloads (e.g. for anti‑cheat) over the wire. not really needed i think