I am currently making a system so a player can make a name for their house (that only that player will see, and it does not save across different sessions) and usually this wouldn’t require filtering since only that player can see it during that single session. However, I am unsure in this situation since the house name is also stored on the server (but is never visible to anyone), would I have to filter the house name since an exploiter could see the unfiltered text?
If you want to know, the reason I am storing the names on the server is to use up less memory on the client.
Editing my post - according to Text and Chat Filtering, any text the player enters should actually be filtered, even if there is no intent for it to be displayed. “Any displayed text that a developer does not have explicit control over should be filtered.”
Whether or not text is visible to some or all players apparently just determines what type of filtering it needs to go through.
It’s always good practice to filter text, but if you end up not filtering it and other players cannot see it, then you will most likely be safe.
Also, exploiters cannot access the server under any circumstances, so your system is not exploitable.
What I mean is that is stored as a string value in the server under Workspace, but thanks for reminding me that I could just use ServerStorage!
Uh just fire it on all other clients to destroy that text
local textplayer = -- define the player you want the text to be stored on
for i,v in pairs(game.Players:GetPlayers()) do
if v ~= textplayer then
DeleteTextRemote:FireClient()
end
end
and then connect a local script that would destroy it.
I already have measures to make sure other clients can’t see the text (I only allow the player that created the text to send a remote to read the name of the building)
Actually there is an exception for the same player in the same session.
Also if you want a certain value to be only recieved on the client put it in the player’s PlayerGui since other clients can’t see other players PlayerGui but the server can.
I’ll go with my current solution of having a remote that can only be activated by the player that typed it (in the same session).
I have decided to filter the text, since it seems to be the safest thing to do.