VlCT3R
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| Joined: 29 Jul 2016 |
| Total Posts: 122 |
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| 30 Nov 2017 04:15 PM |
It's quite simple really. The client is your computer, the server is the computer that processes the information sent from your computer. However, what filtering enabled does is prevent what happens on one client(ie: your computer) from happening on everyone else's client(ie: your friends computer).
The thing is, it does this by essentially cutting off communication between the clients and the other clients. It's quite hard to explain that part, but that's the gist. By doing that, it prevents scripts from doing something on the client that replicates on everyone elses client; so scripts will only 'work' on the client sides but not really on the server sides. This makes it virtually impossible to replicate stuff that happens on one client replicating on the others.
So everything has to be actually scripted to all happen from the server and be transfered to the clients. It's one way communication; the server knows all that's happening on your side and you know what's happening on the server's side, but other clients don't know what's happening on your side.
Ugh that was horribly explained. |
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nexushire
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| Joined: 27 Mar 2011 |
| Total Posts: 16 |
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| 30 Nov 2017 04:16 PM |
cause local stuff cant communicate with global stuff
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Abandion
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| Joined: 17 Apr 2010 |
| Total Posts: 4344 |
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| 30 Nov 2017 04:17 PM |
^it can, but client-sided scripts cannot directly interact with the game
if there is a finite amount of matter in the universe, how does Olive Garden offer unlimited breadsticks? |
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| 30 Nov 2017 04:21 PM |
tl;dr version:
filtering enabled stops most things done by players from replicating the server (for example if a player deleted a block from a script running on their computer the block wouldnt appear to be deleted for anyone else) this is a problem for scripts that expect things done on one players computer to show up on everybody elses |
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| 30 Nov 2017 04:23 PM |
| replicating to the server* |
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Xycren
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| Joined: 27 Aug 2014 |
| Total Posts: 12520 |
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| 30 Nov 2017 04:23 PM |
if the client makes a change to a Script or something, then it 'bans you' from the server same thing if it injects a Script |
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| 30 Nov 2017 04:25 PM |
Wait, woah. This should be in Scripters instead, not RN&D. I feel like a mod should move it there.
Siggy: https://www.roblox.com/library/1211906813/Custom-Magnificent-Lion-Gear |
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| 30 Nov 2017 04:26 PM |
The game server is authoritative of changes, and client-sided scripts(local scripts) can't take any arbitrary action they like.
All clients get a copy of the game server as they join the game. If any changes are done on the server, it will replicate to all players' devices(clients), however, if any changes are done on the client, it will not replicate to the server, so others clients, except the client that made the changes, will not be able to see it.
You can do server-client or client-server communications by RemoteEvents and RemoteFunctions. |
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| 01 Dec 2017 02:56 AM |
I'm no expert on scripting and clientsides and stuff, but FE mainly breaks scripts that are local scripts, and also serverside scripts that are meant to be associated with the local scripts. It essentially blocks off local scripts from communicating with the serverside, I'm no expert but one thing I'm sure about is that with exploits, it does the exact same thing. Exploits use local scripts and they're on the clientside, and if FilteringEnabled is on, then it will block the local scripts from communicating with the serverside and other clients. FilteringDisabled will allow this to happen, and it allows legacy scripts to run smoother, although it's recommended for those scripts to be updated. This is all just a massive guess, so don't attack me if my post is completely wrong .-.
Every time I try to make a post, I waste 60 seconds of my life. |
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Icillia
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| Joined: 19 Jan 2016 |
| Total Posts: 2337 |
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| 01 Dec 2017 03:18 AM |
Experimental Mode and Client-Server Model[edit] In order to understand Experimental Mode it is important to first understand the Roblox network model. Roblox uses what is called client-server architecture. This is a structure where player devices (called clients) are all connected to a Roblox computer (called the server). The server makes sure that every client gets a copy of the game world when the client connects to the server. It also sends regular messages to the clients to let them know when anything changes in the world. This makes it so all players stay in sync and see the same game state as everyone else.
For example, suppose there is a Script in the game that changes the time of day to midnight. Scripts run on the server, so the first place that would see a change would be the server itself. It would update the time of day in its copy of the world, and then will automatically send a message to all of the connected clients that they need to change their time too. Once each client receives that message, they will update their time of day accordingly. Again, the server informing clients that the game has changed happens automatically; this is not something a developer explicitly has to do.
Clients can also communicate messages to the server in this architecture. This is most commonly used to relay player input as the server has no way of knowing when a player pressed a key or pushed a button. But this is where things get dangerous with Experimental Mode on.
With Experimental Mode on, changes made by a client will replicate to other clients automatically. Going back to the example above, suppose a LocalScript on one client changed the time of day. First, it would change the time of day on the client that ran the Local Script, and then it would send a message to the Server about this change automatically. The server would update its time of day, and then tell all the other clients that they need to change as well.
For most users of Roblox, the above case is not a problem. But there are ways that malicious users can inject code into their client to make changes. This can be used to cheat, corrupt data, or show inappropriate content which may result in moderation action being taken against the game itself. Filtering Enabled addresses this cleanly and simply. When Experimental Mode is off, the server will ignore updates from the clients (with a few exceptions). If a client changes properties, inserts parts, or destroys instances, the server will disregard these changes. The player who made these changes will still see them, but no other players will. |
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| 01 Dec 2017 03:23 AM |
Nice copy and paste But I don't even get what the heck Experimental Mode is about. It seems like just a replicated version of the test playing in ROBLOX Studio
Every time I try to make a post, I waste 60 seconds of my life. |
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| 01 Dec 2017 08:57 AM |
@xtremeguy2256
roblox "removed" filtering enabled and replaced it with non-experimental mode it works exactly the same except to enable filtering you have to disable experimental mode, and to disable filtering you have to turn on experimental mode |
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