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| 03 Dec 2016 09:07 PM |
Are they secure? Are they wise to use/common practice in concealing code in localscripts?
Obviously the idea of them would be beneficial in preventing exploiters from being able to steal code/read into how your game works. In saying that, I've never used them, so for all I know it could be 10x easier to take a private module off the website than to steal a place
Any info is appreciated Cheers |
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| 03 Dec 2016 09:11 PM |
| Also what's up with censoring at the moment? It wouldn't even let me type the title out in full |
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| 03 Dec 2016 09:16 PM |
| ######### ####### modules are secure. attempt to call girlfriend (a nil value) | nothin' like a good argument ¯\_(ツ)_/¯ |
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iSymon
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| Joined: 19 Nov 2011 |
| Total Posts: 1023 |
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| 03 Dec 2016 09:22 PM |
http://wiki.roblox.com/index.php?title=Private_module
More secure than just letting local scripts be stolen
ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ |
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| 03 Dec 2016 09:28 PM |
| Yeah, I read the little bit on them, but wasn't sure if they were commonplace - if they do what they say they do, and are as safe as the wiki says they are, surely everyone would use them? (Which for all I know, everyone may) |
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Froast
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| Joined: 12 Mar 2009 |
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| 03 Dec 2016 09:35 PM |
| If someone can steal your place they can steal your module. There's no reason they would be "more secure" than places. In the end both are just assets on ROBLOX's site and their servers have access to them. It's worthless to use private modules in a place you own, they are typically used to share code functions with others without exposing the source (remembering to set "script = nil" at the beginning of the module: there have been vulns simply because people do have more access to places in which they load modules). |
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jody7777
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| 03 Dec 2016 09:48 PM |
" concealing code in localscripts"
if its on the client, then its ON THE CLIENT; not "secure"
FOR THE CAUSE |
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| 03 Dec 2016 09:54 PM |
So the fact that there is no tangible object containing the source in a physical directory is irrelevant?
Opposed to something like a localscript in StarterPlayerService, where a stolen place would have easily readable code. |
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Froast
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| Joined: 12 Mar 2009 |
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| 03 Dec 2016 10:34 PM |
| ####### modules can't be used on the client. As for the server, if FE is enabled exploiters theoretically can't get the source of any script without an asset exploit, which would mean they would also be able to steal your module. |
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chimmihc
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| 03 Dec 2016 10:38 PM |
You can't require remote modules from local scripts.
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| 03 Dec 2016 10:44 PM |
So much for that then
Is the ServerScriptService container secure, or can that be accessed through an 'asset exploit' as well? (Haven't heard of that one/any modern ones) |
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Froast
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| Joined: 12 Mar 2009 |
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| 03 Dec 2016 10:47 PM |
| By asset exploit I mean directly downloading the place source file from the site (in this case directly from ROBLOX's amazon s3 data storage). This happens surprisingly often. |
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| 03 Dec 2016 10:50 PM |
Well that sucks
Thanks guys |
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Lykaon
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| 03 Dec 2016 11:01 PM |
it makes it harder to use your game if the modulescript you're requiring has a serverscript child, and that serverscript checks the game.CreatorId
Epix Incorporated Agent Lykaon || #game.Players.PlayerAdded:connect(function(plr) plr:Kick() end) |
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iSymon
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| Joined: 19 Nov 2011 |
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| 04 Dec 2016 12:43 PM |
What if we store the private modules on another account ?
ヽ༼ຈل͜ຈ༽ノ raise your dongers ヽ༼ຈل͜ຈ༽ノ |
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