[DEPRECATED] StreamX - Reduce lag and prevent map cloning

Why do you have passwords instead of just storing their user id? Seems like a huge security flaw.

It’s to help make it so nobody can go on your account without you knowing it and doing stuff, such as cancelling you or deleting games.

In the v3 update (soon), I’ll make it opt-out if you want it.

That’s actually a good idea, but I think you should still store the password to the player user id, so no one else can get in as long as their not on the users account. Then the password is just an extra security wall if you get hacked.

That’s already how it is. If your password was password123, I wouldn’t be able to login as you on my account using password123, which is why it’ll be opt-in. Just another measure of security.

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It would be if we didn’t one-way hash all of the passwords.

But we do so, Hakuna Matata!

What if you would forget your password?

Because that seems like a problem to me.

If you need, I can make a tutorial for you.

I made a tutorial for you on how to set StreamX up from the beginning:

Github: Client/StreamX_Roblox.lua at main · Roblox-StreamX/Client · GitHub

Hope this helps

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If you forget your password you can contact DarkPixlz and he can clear your password.

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Oh thanks. I already knew how to use it though. It was just if people discovered it without using the forum and it would make it easier for them.

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Hello everybody,

@Crcoli737’s power is out. StreamX will have degraded performance for the time being as it’s just me and ioPython, and the payment server will be offline.

Thank you.

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Full StreamX operation seems to have been resumed.

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It has been awkwardly silent in this topic. Anything new coming this week?

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I’ve been extremely busy with other, more important things, but we’ve been working on improving the backend. I just need to do the game whitelisting in the payment center, and as I said I have very limited time. We are aiming for 12/10 but it’ll probably be around 12/11 or 12?

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Random question - since this relies on HTTP service, what would happen if an exploiter ran across a large map at a high speed (back and forth, so it unloads and reloads more then 500 times). What happens then? Just curious, I wonder how you handle that (if you do?).

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It will render the map as normal in this case, although thinking about it we should offer a speed hacks detection system.

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I wouldn’t say that - my question is more that if your somehow reach the 499th request to StreamX, does it request the entire map to keep it in cache?

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In that case it’s be a question for @Crcoli737. I believe Cloudflare is storing it in the cache for 5 minutes though? I’m probably wrong but it’s not long, for if a script makes changes to it

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I’m assuming you’re referring to what happens if the server runs out of its 500 requests per minute quota?
As of right now, the game dies; although you should never hit that quota unless (like you said, you’re exploiting the system).

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