So, i'm trying to make an event signature that cannot be viewed by the player decompiling the game, what i'm trying to do is pass a variable in a event with a Signature that can be accessed by both client and server but the client cannot view it by intializing the key in the Server, i don't think that's possible and i'm trying to find help to replace said issue or even fix the issue in an alternate way, please help!
#Event Safety
1 messages · Page 1 of 1 (latest)
What is the point in this exactly?
Safety in events
If exploiters get access in the code by decompliting it they cannot figure out what the encrypted key is, a server-unique signature
A variable 'Signature' is passed before the actual contents so server validates if 'ServerKey' is equal to 'PassedSignature' guaranteeing impossible access
I pretend to use Cryptography to encrypt a Server Unique key but i don't know how i'd be capable of resulting said actions above.
I mean the client cannot access the server anynways
true, issue is Client needs the event that also goes to server, so i cant just move the event to server.
remote function
Since the client can technically look at the memory and decompile the code, this can give them a lot of information on how your system is and how your game is laid out
And server -> client -> server with remote functions are unsafe
The server yields when requesting stuff from the client with remote functions
So a player can do weird shenanigans and send false data or make the server infinitely yield
Hmm, true.
Well, we can head for alternatives, i just don't know how i can make an event have a game-unique signature where it cannot be found
Allowing safe calls.
The event manages a lot of important features..
Like?
It can be modifying player data, or an item accquisition handler.
The way you're handling it is already unsafe
fair.