Fast fail and anti-cheat

There’s a fast fail principle out there, stating you should throw an error asap and stop the code.

I think its very hard to keep track of bugs, where bugs may possibly come put of, how can I make a log system and error catching? Where should I always or almost nearly always put error catchers other than things like datastores?

Also, how can we catch exploits? How are we even able to simulate a hacker in studio? How can we know where in the script can the exploiter crack into?

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Not quite sure what you mean by this? If you’re facing a problem with a certain script, can’t you just place several print statements at each function?

Use the command bar at the bottom of Studio when you playtest your game. Exploiters can only modify what’s happening on their client, which includes being able to view any scripts that aren’t normal Scripts (basically ModuleScripts and LocalScripts).

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What I mean is not debugging, it’s about something that may fail in-game, for example datastores, which even debugged can’t be handled and fixed permanently. Or possible errors that may occur in-game that we might be unable to catch in studio.

Or to simplify the question, how can we make a effectional logging system so that when some unknown error raised in-game developers are able to fix them easier?