Chickynoid, server authoritative character replacement

@MrChickenRocket Hello sorry to bother you again, I just have a lot of questions regarding this tool, Pardon me if the first question is a silly one but is there a way to turn of character auto spawn and make it manually? I would like to do this for the menu GUI spawn player button

Another question is how would I go on adding more movement types such as ledge climbing or dashing, I know this isnt as easy as adding it from the server since its gonna be unresponsive and we want it to be done both on client and server to make it feel smooth for the player but Im not sure how to do this with chickynoid current tools and functions

Lastly I wanted your feedback on this since you seem very experienced in networking and well you are an engineer. So I want to lag compensate my cooldowns and charge mechanics for my game since I do not wanna trust the client in any way.

I had a few ideas
1 Fire a remote event when you start charging, and on the server use the last logged ping by chickynoid to determine when did the user originally started charging (200ms = go back 100miliseonds back), when they stop charging they fire a remote event to stop charging and use the same logged ping to determine when did they stopped charging, this is to prevent them from using ping spoofing to gain more charge

2 I heard somewhere that you should always send all your inputs to the server every frame from another person who did server authoritarian work

This is done to determine if someone had a lag spike or something similar and in this scenario we decide to stop charging for the player automatically or do something else since he had a lag spike, also if he is constantly sending the inputs we can determine if their client cooldowns are not matching the server and peform rollbacks back to the client, and use lag compensation to see if by the time the rollback got to the client they can already charge so we dont apply any cooldown re adjustments.

I would really like your help on this one, this whole new journey of using server authoritative things has really jumbled my mind and challenged any knowledge I had as a dev by making me realise trusting the client is not the way and that roblox’s deffault practices are ages behind industry standards and are not safe.

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