Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

RemoteEvent Exploit prevention. am i doing it right?

Asked by 4 years ago

Hey, Still pretty new to scripting and slowly getting my head around remotes. Before i go any further i would like some advice as to if i'm working in the right direction of Exploit prevention.

If i were to fire a RemoteEvent from a localscript, would the below ServerScript prevent exploiters from firing the event multiple times?

Note i have a seperate ServerScript creating the RemoteDebounce Bool inside ServerStorage.Player upon PlayerAdded.

local ss = game:GetService("ServerStorage")
local rs = game:GetService("ReplicatedStorage")


rs.Remote.OnServerEvent:Connect(function(player)
    if ss[player.Name].RemoteDebounce.Value == true then 
        return
    end
    if ss[player.Name].RemoteDebounce.Value == false then
        ss[player.Name].RemoteDebounce.Value = true


    if game:GetService("MarketplaceService"):UserOwnsGamePassAsync(player.UserId, gamepassid) then

        --Code Here--
    else

        --Code Here--
    end

    ss[player.Name].RemoteDebounce.Value = false

    wait(5) --Time before can fire again--
    end

end)

0
Ive had my fair share of worries about this, the best you can do is give the server more control in places you understand. for example, i would probably have a value inside the character that counts down from a server script, and have the remoteevent read that value before it decides to fire. Fatul 9 — 4y
0
I figured this was the roughly the same thing, except instead of a value in the player as you suggest, mine is inside serverstorage, which i believe is only accessable by the server. Yishles 4 — 4y

Answer this question