local function OnEntityAdded(entity) -- Add tags or check for AI/Resource nodes here table.insert(EntityCache, entity) entity.AncestryChanged:Connect(function() if not entity.IsDescendantOf(game) then local index = table.find(EntityCache, entity) if index then table.remove(EntityCache, index) end end end) end Picture Collage Maker Pro 413 Serial Key Extra Quality Other
local ServerAuth = {} Muchi Muchi Kyousei Seichouchuu 01 Audio Lat Extra Quality: Audio
--[[ Core Function: EntityNetworkOptimizer v134un Optimization: Only replicates AI/Resource nodes to players within range. Reduces bandwidth usage by ~40% on large survival maps. ]] local function OptimizeEntityStreaming() for _, player in pairs(Players:GetPlayers()) do local char = player.Character local hrp = char and char:FindFirstChild("HumanoidRootPart") if hrp then for _, entity in pairs(EntityCache) do if entity and entity.PrimaryPart then local dist = (entity.PrimaryPart.Position - hrp.Position).Magnitude -- Stream Out logic if dist > CONFIG.RADIAL_CHECK and entity:GetAttribute("StreamingEnabled") then entity:SetAttribute("StreamingEnabled", false) -- Logic to disable physics/replication would go here elseif dist <= CONFIG.RADIAL_CHECK and not entity:GetAttribute("StreamingEnabled") then entity:SetAttribute("StreamingEnabled", true) end end end end end end
local distance = (hrp.Position - state.LastPosition).Magnitude local expectedMaxDist = (CONFIG.MAX_WALKSPEED * 1.5) -- Buffer for lag spikes
player.CharacterAdded:Connect(function(character) -- Reset state on spawn PlayerStates[player.UserId].LastSpawn = tick() local hrp = character:WaitForChild("HumanoidRootPart", 5) if hrp then PlayerStates[player.UserId].LastPosition = hrp.Position -- Hook into Heartbeat for movement validation local movementLoop movementLoop = RunService.Heartbeat:Connect(function() if not character.Parent then movementLoop:Disconnect() else ValidateMovement(player, character, hrp) end end) end end) end
-- Internal State local PlayerStates = {} local EntityCache = {}
--[[ Core Function: ValidateMovement Prevents basic speed hacks and noclipping through walls. ]] local function ValidateMovement(player, character, hrp) if not PlayerStates[player.UserId] then return end local state = PlayerStates[player.UserId] local currentTime = tick()
-- Configuration Constants local CONFIG = { MAX_WALKSPEED = 16, MAX_JUMPPWR = 50, GRACE_PERIOD = 5, -- Seconds after spawn before checks start TICK_RATE = 0.5, -- How often to run heavy validation loops RADIAL_CHECK = 150 -- Distance for entity culling }