đź“– About
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 propertiesmiddlewaresBuilt‑In Profiler - Track round‑trip times, bandwidth per-remote, calls per-second, etc., surfaced in an in‑game debug UI.NetEvent middlewareLatency / Packet‑Loss Simulation - Inject arbitrary delay, drop rates or jitter locally so you can test how clients cope under poor network conditions.NetEvent middlewareRecord & Replay - Capture a sequence of client↔server interactions in a real session, then replay them deterministically for debugging. - thats a huge undertakingthat could work with Transaction and rollback of NetEventTransaction / 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 callstransactionRegex Subscriptions? (likeobject groupPlayer(HP|MaxHP)Changed
)Pluggable Codecs - Swap in JSON, MessagePack, Protobuf, or custom bit‑packed formats.NetEvent middlewareTimeouts & RetriesNetEvent middlewareEvent Filtering? (deliver event only to those that meet requirements, like is VIP or has certain level or cash, auth hooks)user middlewarePrioritized Sync - Critical properties update every frame (or :NetEvent middleware for rate limitingSet()
); less‑critical ones less often.Area‑of‑Interest (AOI) Filtering - Automatically only send updates about things near the player.NetEvent middleware for AOIRate Limiting & Flood Protection - Throttle clients that fire events too quickly to prevent DDOS/exploits.stated above as NetEvent middlewareBandwidth Budgeting - Set per-player or global limits and receive warnings when you exceed them.rate limitingClient Prediction & Reconciliation - Let clients predict movement/animations locally and reconcile when the server corrects them.NetEvent middlewareAuthoritative Server Logic - Helpers for “optimistic” client calls that get rolled back if the server disagrees.same as aboveRollback 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 aboveOptional Encryption - Encrypt particularly sensitive payloads (e.g. for anti‑cheat) over the wire.not really needed i think