#sanity checks/ client to server
41 messages · Page 1 of 1 (latest)
you could look into server authorative rollback netcode
definately not easy to do
but not only does it provide good security but also lag compensation
do you think there are any alternatives? but from my research i couldnt find much documentation on this and so it would be hard for someone like me to implement this
search up leaky bucket to limit remote event spam
you cant prevent the client from spamming the remote event but you can validate it on the server
so if damage requests are sent in an appropriate rate it would be considered valid
yes but now heres the problem. how to validate that the damage request would be possible
since if someone is over 40 studs away and attempts to damage someone whos the same distance
its easy for long distances but it would be hard for short distances
sure i could make it about 10 studs to conpensate for lag but thhen if exploiters were to find this vunrability they would have extra range on any weapon/attack they do
yea thats tricky if theres a lot of latency and if your characters can move very fast
movement is average speed so that dosnt affect the latency
if theres a lot of lag and characters can move quickly in your game (such as dashing) then there will be a greater discrepancy between the clients position and server position
that is a slight issue but if it means having responsive and smooth hitboxes it is a small price to pay
if you want responsive and smooth hitboxes while also being secure the only solution ive found was server authorative netcode
this would replace the default system for characters?
you could if you want but i think thats a lot more work.
i found something like this
Introducing - Chickynoid! A server-authoritative character replacement for roblox. This is a complete replacement for character physics and replication for roblox. It implements: Server owned character physics Client network rollback Player model replication with bitbuffer compression 100% custom collision detection 100% custom player movemen...
yea
they use a custom physics engine so it allows for validation and also lag compensation
which is the rollback part
so if i were to experiment and implent this it would fix latency and potentioal exploits ?
yea it would but it may have an impact in performance
onto the client or server?
also it wouldnt work for super high latency like above 300ms
thats fine
both, although it seems to be more efficient than default if theres a lot of players
ok il try and use server authoritative netcode
thx
np
hmm it is quite confusing
i dont udnerstand quite a few things lol
is there any other ways?
what do most popular games do?
iirc games like arsenal and bedwars use something similar
a lot of games will try use client side anti cheats but its very easy to bypass
the only other good option is to moderate manually with a report system
Might just have to use magnitude and check how fast events are fired