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Client/Server replicaion on roblox (motivation behind current model)?

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Hakurem 30
6 years ago

I don't have access to ask roblox interns about this. I don't understand if roblox has thought about it but with filtering enabled is active, why are (SEVERAL if not tons) or properties replicated to the server when changed on client. It seems like roblox has done counterproductive changes. Can I ask why walkspeed is replicated to the server on client changes. I believe this is the main reason speed hacking is occuring. The same applies to body objects which also get replicated to the server.

I suggest making walkspeed readonly for client so that it can get the information but not change it. The changes on the client will therefore not cause them to speedhack. I think this should be an option for filtering enabled games to make things only readable for client so they avoid replication of unwanted things to the server.

I am also aware that exploiters run their executors on a higher identity/security (the plugin security) making the able to change readonly values to readable. Is there are way roblox interns can fix some of these problems.

I have been researching how to prevent speed hackers for a couple of months but most of the scripts has been having some troubles with false positive kicks from lag/network delay and alot of other factors.

Is there a motivation behind this current model where some properties can be changable by the client and replicated to the server. I personally believe specially walkspeed and bodymovers should not be replicated to the server if changed by client without the use of remotes

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this question would better suit https://devforum.roblox.com/ CPF2 406 — 6y

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Answered by 6 years ago
Edited 6 years ago

I think the reason why a lot physics properties replicate from the Client to the Server because without it, players could appear at one place on one client's screen - while on their screen they are actually in another place.

For example if you changed the walkspeed of a player to 50 on the client side, and it didn't replicate to the server. Then if that player walks for 5 seconds in one direction, they will up seeing themselves almost 5x farther than any of the other clients in the game see them - if the other clients even see them move at all. It's the same thing with BodyMovers, it would get very complex if everyone saw different objects affected at different rates.

While I see your point in this being a vulnerability in all games FE or not, I believe it is necessary to keep these current conditions to avoid the giant mess that would follow if they disconnected those particular properties.

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Thank you for a good reply. May I ask if you have any suggestion reagarding making some checks to ensure speedhacking? Hakurem 30 — 6y
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There are a lot of factors that go into that check. The usual way you would do that would be to check player positions periodically and use a modified distance = rate * time to make sure they aren't going faster than your games walkspeed. climethestair 1663 — 6y
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