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Re: RemoteFunction exploit detection/prevention

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imtellingmommy is not online. imtellingmommy
Joined: 10 Mar 2013
Total Posts: 817
25 Aug 2017 09:59 PM
title

I don't want lvl 7 noobs to abuse stuff.
any ideas?



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chimmihc is not online. chimmihc
Joined: 01 Sep 2014
Total Posts: 17143
25 Aug 2017 10:00 PM
Make your game inactive.
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imtellingmommy is not online. imtellingmommy
Joined: 10 Mar 2013
Total Posts: 817
25 Aug 2017 10:01 PM
will do
but seriously, also this is an alt, the game isnt on this acc lmfao


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imtellingmommy is not online. imtellingmommy
Joined: 10 Mar 2013
Total Posts: 817
25 Aug 2017 10:03 PM
le bomp


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SlimeMan22 is online. SlimeMan22
Joined: 10 Mar 2012
Total Posts: 1210
25 Aug 2017 10:04 PM
Step 1: Realize "exploiters" are just script kiddies who probably don't even know how to check their ping
Step 2: DO NOT make the client responsible for things like debouncing or item reward
Step 3: If you have done the above yet there is still an invulnerability, just make the client send an authentication key that is generated through some math you write based on something and have the server check it with the same math, and set it to invalidate after that key is used

I could explain step 3 more but it's a bit complicated

Šçrätčh ïïś üśëd bÿ łëvëł 17 äñöñ DÖŠ HTMŁ hæx0rs whö üsë ŚQŁ++ ïïńśpëçt ëłæmęñtïïñg
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imtellingmommy is not online. imtellingmommy
Joined: 10 Mar 2013
Total Posts: 817
25 Aug 2017 10:07 PM
actually I understand somewhat
could you explain it some more, even if it is complicated?


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imtellingmommy is not online. imtellingmommy
Joined: 10 Mar 2013
Total Posts: 817
25 Aug 2017 10:15 PM
bbbbb


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SlimeMan22 is online. SlimeMan22
Joined: 10 Mar 2012
Total Posts: 1210
25 Aug 2017 10:17 PM
Just use prime number encryption with the tick (rounded to a few hundred milliseconds in case of lag), and the players id to generate a string. Then send this string as a parameter over the remote event/function, and on the serverside check if this works. However, that is really as far as this can be brought. You can make it extremely complicated so that it's hard for someone to take advantage of it, but they can always read client-side code and any information sent to the client. The best you can do is make it very unreadable. You could also try sending different math functions from the server, but only one is the one used (chosen through some way)

Šçrätčh ïïś üśëd bÿ łëvëł 17 äñöñ DÖŠ HTMŁ hæx0rs whö üsë ŚQŁ++ ïïńśpëçt ëłæmęñtïïñg
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kiansjet is not online. kiansjet
Joined: 16 Nov 2012
Total Posts: 233
25 Aug 2017 10:19 PM
- Have the client request a key from the server as soon as it joins

- Repeat the following:
- Send that key to the server in exchange for a new key (can be random or an incremented version of the old key (I recommend an increment)) every 5 seconds or less

Notes:
- Put all of the code you need protected from deletion and tampering in this script along with the key authentication loop.
- Make sure the server has checks in place for keys being right, and make sure the server gets the initial "heartbeat" in the first place to kick the entire system into action

If all this sounds too complicated, feel free to visit https://www.roblox.com/games/941685194/

This is an anti exploit I made, and I'm open to port requests on my non-roblox accounts (Discord/Twitter) both displayed in the game.
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Kekulator is not online. Kekulator
Joined: 20 Jul 2011
Total Posts: 1833
26 Aug 2017 02:07 AM
Every 5 seconds?

Rip
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ExecutionMode is not online. ExecutionMode
Joined: 12 Jan 2015
Total Posts: 380
26 Aug 2017 02:37 AM
no don't use keys
just don't handle anything important on the client
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