Rate limits and server spam
How the server holds up when one client fires remotes as often as it can. Roblox allows each client roughly 500 remote events a second and queues excess RemoteEvent calls rather than dropping them, so the server has to limit its own work, from handlers with no cooldown at all to cooldowns that are shared or easy to reset.
Loop counts, lists and lengths sent by the client decide how much work the server does. How to cap sizes before the work starts.
How to rate limit MessagingService publishes from playerswarningOne player firing a remote that publishes to a shared topic can use up its budget for every server. How to add per-player limits and validate what you receive.
How to rate limit RemoteEvents in RobloxwarningA remote that spawns parts, plays effects or calls data stores can be fired far faster than any button. How to add a per-player cooldown on the server.
How to stop connections piling up on your serverwarningConnecting to Heartbeat or starting a loop on every respawn or remote call adds work that never stops. How to keep one connection per player or one shared loop.
How to stop per-player tables leaking memory on your serverwarningTables keyed by Player or UserId that are never cleared grow for the life of the server. How to clean them up in PlayerRemoving.
How to relay client messages to every player safelywarningPassing what one client sends straight to FireAllClients multiplies every call by the player count. How to rate-limit, rebuild and batch relayed messages.
How to write cooldowns a client can't resetwarningCooldowns kept per character, per argument or timed with a client's clock don't hold. How to key them by Player and measure time on the server.
Why remote cooldowns should be per playerwarningA single cooldown or busy flag for the whole server lets one player lock a feature for everyone. How to key cooldowns by player and share fairly.
How to stop players filling the server with objectswarningA cooldown limits how fast players create things, not how many. How to cap objects per player and clean them up.
Each guide covers one problem. Fixing every one of them makes a game harder to exploit, but it doesn't make it secure on its own: review your own game logic too.