So i am working on an incremental game and i have been using remote events but issue is the hackers/exploiters may just send their own remote events and gain advantage. is there a way to detect those players?
That is indeed a valid issue, and you can’t stop them from firing those events. What you can do, however, is a concept known as “sanity checks” - when the server receives an event, it will check to make sure the values it receives actually make sense.
For example, if a player clicks to buy something in the shop (which fires a remote event), the server will check that the purchase makes sense. It may check whether the player has enough money, and it may check that they don’t already own the item, among other things.
And that is the backbone of securing remotes. You mention detecting which suggests you might want to ban them - that’s fair, but be sure that you won’t be banning people just because they have a bad connection or something (a player clicks to buy, but in the time it takes for the server to receive that request, they lose money and can no longer afford it. Don’t ban them!)
If you want to learn more, you can take a look at this article: Security tactics and cheat mitigation | Documentation - Roblox Creator Hub
It’s also worth pointing out that sometimes, you can’t validate everything and will just have to accept that exploiters can do things to gain an advantage. For these purposes you can consider a client-side anticheat (people often claim that they are ineffective, but the vast majority of exploiters have no idea what they are doing, so it will likely catch enough of them to be worth it), or try to minimise the advantage that they can gain.
I have been moving most of scripts to server side but part would stay localy. i will have to keep remotes for upgrade like to trigger when player tires to upgrade but i will try to set all logics in the server side. thank you for help tho
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