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| 16 Sep 2016 04:51 PM |
I know that you can use private modules to keep exploiters from being able to read/copy/steal server scripts, but how would I keep the source code of a LocalScript from being read/copied/stolen?
I need to process everything on the LocalScript locally (so that rules out remotefunctions), and if it's in a different LocalScript they could just find that and copy what's there.
Unfortunately LocalScripts can't require private modules, and having the module out in the open in Workspace/ServerScriptService isn't too helpful. |
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Praegon
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| Joined: 12 Sep 2016 |
| Total Posts: 42 |
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| 16 Sep 2016 04:52 PM |
It's not possible. If it's on the client, it's vulnerable to getting stolen. Don't waste your time with silly security through obscurity.
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vivivio
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| Joined: 23 Jan 2012 |
| Total Posts: 707 |
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| 16 Sep 2016 04:53 PM |
| the source code of every script is protected by default |
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| 16 Sep 2016 11:23 PM |
@Prae Dang, that's disappointing :/ It used to be that if you called :Remove() on a script, it would still occasionally keep running. That doesn't work anymore though.
I have an entire chat system (really impressive and good) running out of a single localscript (can make more but still) and I don't want some scrub to steal it. |
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Rerumu
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| Joined: 11 Oct 2014 |
| Total Posts: 950 |
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| 16 Sep 2016 11:30 PM |
script.Parent = nil
That's all you need, the script keeps running after that like normal. Forreal, unless it's not FE then rip you. |
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| 16 Sep 2016 11:42 PM |
| Making a LocalScript that can't be stolen is like donating a book to a library that can't be read. |
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| 16 Sep 2016 11:54 PM |
@rer it's a localscript though it needs to be a descendant of the player to work
@code or it overloads the server :( |
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Rerumu
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| Joined: 11 Oct 2014 |
| Total Posts: 950 |
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| 18 Sep 2016 04:54 AM |
| Once it originally ran it's good. I've used this since forever and never has it once failed. |
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| 19 Sep 2016 02:34 PM |
@Rer Thanks! now I can keep more stuff mostly hidden |
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iIikeyou
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| Joined: 07 Mar 2012 |
| Total Posts: 1659 |
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| 19 Sep 2016 02:37 PM |
thats not true it is only then not accessible from lua itself if you're using CE or any other 3rd party that doesnt specifically use the lua game engine, your script is completely on the client thats just how it is unfortunately |
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desIaw
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| Joined: 14 Jul 2015 |
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| 19 Sep 2016 02:37 PM |
i remember some guy
whenever he sells scripts to ppl he puts it in some module thing so the buyer cant see the source
deslaw |
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| 19 Sep 2016 02:40 PM |
@deslaw I did that for all of my server scripts, so they're safe, but LocalScripts can't require Module IDs.
@ilike I sort of figured out a way around it, but that's sad to hear. Thanks for being honest about it though. |
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iIikeyou
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| Joined: 07 Mar 2012 |
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| 19 Sep 2016 02:45 PM |
| in all honestly that is good, thats the purpose of a localscript, to have the resources handled by your compuer rather than the server and being transported over internet. that is what makes them so much more efficient than local scripts (if your computer isnt trash) and handling client only objects that would otherwise be handled by the server (mouse movements) would be really bad and slow |
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Rerumu
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| Joined: 11 Oct 2014 |
| Total Posts: 950 |
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| 20 Sep 2016 04:54 PM |
| Using CE or other third party software can't just "read" scripts. You'd need to know the exact code before hand to be able to access its place in the mess of data, and even then it'd be useless because you already know the source if you're doing this. |
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| 20 Sep 2016 04:57 PM |
"Using...other third party software can't just "read" scripts."
uh ya they can |
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| 20 Sep 2016 04:59 PM |
"Using CE"
CE is not made for that but it can read scripts, it is just that it is all encoded in binary so you cannot read it directly
all strings will not be encoded though
any third party software that is capable of reading and decoding memory or of inserting a dIl can read local scripts or most likely just edit things of them |
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booing
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| Joined: 04 May 2009 |
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| 20 Sep 2016 05:01 PM |
I am looking hard for something on this thread so far that hasn't been completely wrong...
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iIikeyou
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| Joined: 07 Mar 2012 |
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| 20 Sep 2016 05:07 PM |
| lol if you have your own request start your own thread and stop bumping dead ones, the OP is satisfied and long gone so stop being a jerk and leeching off of partial misinformation |
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Slappy826
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| Joined: 25 Feb 2012 |
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| 20 Sep 2016 05:12 PM |
theres a really simple answer:
while its a terrible idea (in my opinion)
simply use like a remotefunction with a ever-changing key and have it return a module script when the key is correct and then require the module returned. and bobs ya uncle. |
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Slappy826
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| Joined: 25 Feb 2012 |
| Total Posts: 75 |
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| 20 Sep 2016 05:12 PM |
| i should also mention that its really impossible to hide the source, while that may be effective to a point, for more determined people its possible to get. |
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| 20 Sep 2016 05:13 PM |
what?????
that doesn't make sense and if it did it probably wouldn't work |
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Rerumu
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| Joined: 11 Oct 2014 |
| Total Posts: 950 |
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| 22 Sep 2016 02:12 PM |
| Nil the script. If you even knew what you were talking about then you'd know that niling it protects it from level 7s, and if any of you can somehow magically read a script that has been niled (on purpose and whenever you want) then make an argument against my solution. Trying to read off niled scripts with CE or whatever exploiting skids use these days is simply not possible, but I'd love to see someone try. |
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| 22 Sep 2016 02:14 PM |
| ########################### |
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| 22 Sep 2016 02:15 PM |
| @Rer, you're an ignorant stupid person |
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