-- ServerScriptService -> NetworkManager local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local MAX_REQUESTS_PER_SECOND = 30 local playerRequests = {} local function isSpamming(player) local userId = player.UserId local currentTime = os.clock() if not playerRequests[userId] then playerRequests[userId] = count = 1, resetTime = currentTime + 1 return false end local data = playerRequests[userId] if currentTime > data.resetTime then data.count = 1 data.resetTime = currentTime + 1 return false end data.count = data.count + 1 return data.count > MAX_REQUESTS_PER_SECOND end -- Example of securing a generic remote event ReplicatedStorage.GameEvent.OnServerEvent:Connect(function(player, ...) if isSpamming(player) then player:Kick("Server protection: Remote event spam detected.") return end -- Process your normal game logic here end) Players.PlayerRemoving:Connect(function(player) playerRequests[player.UserId] = nil end) Use code with caution. Step 2: Debris and Instance Cap Protection
-- ServerScriptService -> ChatGuard local Players = game:GetService("Players") local MAX_CHAT_LENGTH = 150 Players.PlayerAdded:Connect(function(player) player.Chatted:Connect(function(message) if string.len(message) > MAX_CHAT_LENGTH then player:Kick("Server protection: Excessive chat string length.") end end) end) Use code with caution. Best Practices for a Crash-Resistant Game
return StabilityManager
Disconnect events explicitly if an object is destroyed but the script persists.
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Prevent players from overwhelming the server with malicious or accidental high-frequency requests.
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To prevent low-end devices from crashing, include a "Potato Mode" feature: If you share with third parties, their policies apply
playerEvent.OnServerEvent:Connect(function(player, actionData) local currentTime = tick() local lastRequestTime = playerCooldowns[player] or 0
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