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Re: Using ServerReplicator to create local parts

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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
23 Mar 2013 04:03 PM
The ServerReplicator is an interesting object, used to prevent people from stealing your game. No one uses it except for the admins, and no documentation exists on the wiki.

The API dump gives us this:

Function void ServerReplicator:PreventTerrainChanges() [RobloxPlaceSecurity]
Function void ServerReplicator:SetBasicFilteringEnabled(bool value) [RobloxPlaceSecurity]
Event ServerReplicator.TicketProcessed(int userId, bool isAuthenticated, int protocolVersion)
Callback FilterResult ServerReplicator.DeleteFilter(Instance deletingItem) [RobloxPlaceSecurity]
Callback FilterResult ServerReplicator.EventFilter(Instance firingItem, string event) [RobloxPlaceSecurity]
Callback FilterResult ServerReplicator.NewFilter(Instance newItem, Instance parent) [RobloxPlaceSecurity]
Callback FilterResult ServerReplicator.PropertyFilter(Instance changingItem, string member, Variant value) [RobloxPlaceSecurity]

There are callbacks for _every_ single item being sent to the client... I think the way a local system would work is...

1) Network replicator appears, server replicator is it's child.
2) Set callbacks to only allow replication of items that are parented to a local 'model' that are parented to the player's own local model.

I'm too lazy to test (I know, I know, I should), but I want to ask what you think about this. The other thing that is much more important is... Can we use this to protect our games?

Overall, what I'm looking for is documentation of this, and how to use it, and it's possible applications.
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
23 Mar 2013 04:07 PM
I bet 5$ you can't use it.
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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
23 Mar 2013 04:10 PM
Event ServerReplicator.TicketProcessed(int userId, bool isAuthenticated, int protocolVersion)

Is that not restricted?

Reported for spam.
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booing is not online. booing
Joined: 04 May 2009
Total Posts: 6594
23 Mar 2013 04:13 PM
I don't think this is very effective. I went to someone's personal server, cleared the terrain and loaded builderman's resort hotel and everything saved.
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nickbricknick464 is not online. nickbricknick464
Joined: 22 Aug 2008
Total Posts: 8302
23 Mar 2013 04:14 PM
All of those methods are RobloxPlaceSecurity which means they cant be used in
Library Scripts, Scripts or LocalScripts

-Roblox Wiki
http://wiki.roblox.com/index.php/Normal_Identities
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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
23 Mar 2013 04:19 PM
Was there not a script though, that was protecting games that the admins were using?

:/

Wait. If they're already filtering parts with a callback. How hard would it _really_ by to put in local parts? :/

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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
23 Mar 2013 04:20 PM
Exactly. Lazy admins are lazy. Just implement LocalWorkspace, and we'll be fine.

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Quenty is not online. Quenty
Joined: 03 Sep 2009
Total Posts: 9316
23 Mar 2013 04:23 PM
"Quenty: Local services. I want a local SoundService, Workspace, Lighting, etc to work with. Sometimes you don’t want to be playing a ‘Cave’ echo for one player when they’re in the open, but most of your game is a cave. Workspace would be local parts, and lighting – well, what if you just want to have a storm for one player, or a mission in which the player has to find an item? A non-hackish way would be great. I know that stuff is replicated client-side and that adding this wouldn’t be entirely hard either.

John: This is a tricky one. There are many aspects to consider here. While it should definitely be possible to play sound files for specific players, I’m not convinced that the best way to do this is via a local service, which would be a new type of entity in our system. In the cave example, the best design is probably to create custom regions that apply specific sound effects, like an echo, to all sounds played in that region. Having these effects be global and be in the SoundService, like they are now, is not ideal.

As far as local parts are concerned – this is something that we’d like to get away from. Our guiding vision for ROBLOX is that objects in ROBLOX act as you would expect them to in the real world, using physics. There’s no such thing as “local parts” in the real world. They also fight our network architecture – typically ROBLOX scripters don’t need to spend a lot of time thinking about what each client “sees” when they play the game: everyone sees everything. This simplifies a lot of game programming in ROBLOX. Today in ROBLOX, scripters use local parts as a last resort to accomplish some effect that you can’t get any other way. Our challenge is to make it easy to achieve these effects without this hack."
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dekkonot is not online. dekkonot
Joined: 22 Dec 2010
Total Posts: 6685
23 Mar 2013 04:25 PM
If you're worried about it being tricky, admins, let one of us do it.

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MM233 is not online. MM233
Joined: 19 Jun 2008
Total Posts: 925
23 Mar 2013 04:36 PM
"As far as local parts are concerned – this is something that we’d like to get away from. Our guiding vision for ROBLOX is that objects in ROBLOX act as you would expect them to in the real world, using physics. There’s no such thing as “local parts” in the real world. They also fight our network architecture – typically ROBLOX scripters don’t need to spend a lot of time thinking about what each client “sees” when they play the game: everyone sees everything."

This is probably one of the silliest excuses I've heard... Local parts are VERY useful, especially when you want to make a very large place. Using local parts, you can limit what each player's computer has to handle by only loading relevent content onto their client, thus reducing lag and enabling higher place detail and creativity. Besides, why limit us in any way, just for the sake of "realism"? The goal of a scripter is to make something unique and exciting, and sometimes that requires thinking outside the box of physics.
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
23 Mar 2013 04:44 PM
"There’s no such thing as “local parts” in the real world"

Quantum mechanics. Get it together, John.
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Prehistoricman is not online. Prehistoricman
Joined: 20 Sep 2008
Total Posts: 12490
23 Mar 2013 05:56 PM
I agree with MM. Local parts are absolutely necessary and if Roblox decide they can do without them, then we will hack something to get them working,
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ArceusInator is not online. ArceusInator
Joined: 10 Oct 2009
Total Posts: 30553
23 Mar 2013 06:41 PM
Idea: We should all make really good games that rely heavily on local parts. Then get them famous so roblox can't remove local parts without making everyone mad.
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
23 Mar 2013 06:49 PM
Make Daedalus' design for his labyrinth but the players are in their own cameras so nobody cheats.
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thedestroyer115 is not online. thedestroyer115
Joined: 19 Dec 2010
Total Posts: 11546
23 Mar 2013 06:53 PM
@Arceus
According to Shedletsky's logic, ROBLOX should just remove GUIs because they don't exist in the real world.
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MrNicNac is not online. MrNicNac
Joined: 29 Aug 2008
Total Posts: 26567
23 Mar 2013 07:03 PM
I'd really like to be able to disable physics completely, or individualize it's mechanics so that not everything is constantly under check. All I would want is for the part to render.
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UnAdmin is not online. UnAdmin
Joined: 10 Jul 2012
Total Posts: 4706
23 Mar 2013 07:09 PM
goto: s&i
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coplox is not online. coplox
Joined: 07 Jun 2008
Total Posts: 3252
23 Mar 2013 08:15 PM
I can't count how many things are locked that presents no security issue unlocked. And this is one of them. (ScriptContext.Error is another, the list goes on.)
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kert109 is not online. kert109
Joined: 31 Dec 2009
Total Posts: 681
23 Mar 2013 10:04 PM
128 Read only items
299 Security items
29 Not browsable items
22 Hidden items
^ :c

Btw, LOCAL PARTS RULE!
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ColorfulBody is not online. ColorfulBody
Joined: 17 Jun 2012
Total Posts: 2353
24 Mar 2013 04:09 PM
You're late, Quenty. I already suggested using the server replicator as soon as I learned about its API to get local lighting. popinman322 replied in the thread where I suggested it and said that the replicator would crash a client instantly if a specific replication was rejected.
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stravant is not online. stravant
Forum Moderator
Joined: 22 Oct 2007
Total Posts: 2893
24 Mar 2013 04:13 PM
Even if you could get it working perfectly, on enough bad (as par that API) replications from a given client the server will kick that client, so it would be very hard to use it for any practical example.
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RenderSettings is not online. RenderSettings
Joined: 16 Aug 2010
Total Posts: 2560
24 Mar 2013 04:49 PM
This is actually how Shedletsky made his SFoTH's place un-hax-able a couple months ago. It seems he didn't bother to keep it up to date though, since you can now do whatever with it replicating. Any bets on what ISN'T going to be implemented on the Egg Hunt? =P
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GOLDC3PO is not online. GOLDC3PO
Joined: 31 May 2011
Total Posts: 509
04 Jan 2015 07:19 AM
necrobump
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