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COMMUNITY QUESTION

[Solved] Should I be mindful of DoS attacks?

If I create a remote event, is there anything in place that will stop an exploiter from flooding the remote event with A LOT of invokes? Not only am I worried about exploiters purposefully introducing lag to the entire game (rip potato users), but I'm also worried about any overflow as a result.

Should I make module scripts in replicated storage that rejects too many attempted invokes at once(per player) to prevent this, or is it a complete waste of my time since there are countermeasures already in place?

5 comments

0

You really shouldn't unless the remote event causes a effect (fire,light,spirkes and so on) you shouldn't be worried and even if is a problem just make it so the server stops any command if the client has done it more than say 0.1 seconds. i'd be more worried about what they are actually senting to the server.

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FilteringEnabled helps to separate the Client and the Server, though the most practical way to prevent exploits is to have "sanity checks" on the server so that whatever is sent to the server you're prepared for, such as by checking that the parameter sent matches a certain string or that an object can be found with FindFirstChild()

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I've implemented sanity checks. I started tumbling down the "what if" hole when I was working on cooldowns in my game. Replicated Storage is like a router, I just feel as though the excessive invokes shouldn't even be relayed to the server.

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Do you even know what a DoS attack is?

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Denial of Service, it is a way to deny the server of providing its services (i.e. server crashes, or massive lag). It commonly happens when the server can't process all the information being sent to it. Everything I mentioned is a typical DoS, so I'm not even sure if you yourself know what a DoS attack is.

1 answer

[ANSWER]

Roblox catches this and will return an error if you attempt to invoke a remote excessively. The error is something along the lines of "Exhausted queue of remote event." This is an overall queue that is placed on each device. So remotes cannot be used for these in-game server attacks.

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