"Filtering is enabled." - Messages are completely unnessecary

I don’t appreciate that half the servers CPU is dedicated to constantly printing these things:

It clogs the log and it contributes nothing to the developers understanding of his game.
I think these should be removed.

“But what about those who doesn’t understand Filtering Enabled?”

  • Then they should read up on it. It’s called serverlog, not tutorial window.
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How are you getting these warnings? I haven’t seen them since the week FE came out.

These in particular are printed because a localscript changes visibility of certain GUI elements.
It also copies those elements but i think these prints come from changing the original ones.

You should be able to toggle these messages in the Studio Settings under Network>Diagnostics.

Doesn’t stop the whole process of:
-Check if part changed
-Send change to server
-Check if filter enabled
-Print error

It only skips the last part. That’s highly inefficient.

Normally with FE client doesn’t send changes to the server that the server would reject anyway. Sounds like you found a case when client side filtering does not happen - if you create a small repro case we will take a look.

FEPrint_repro.rbxl (13.2 KB)

Theres only 1 Script in ServerScriptService.
And one LocalScript in the screengui. Nothing more.
Run as Local server + 1 Player

Oh and chat was disabled for convenience, doesn’t affect the bug.

There is a setting for if these filtering messages should be printed but it seems that they are being printed even with this setting turned off. The setting is normally in Settings>Network>Diagnostics>PrintFilters.

I found where this message is printed and I think I can just add a check for the setting there.

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@zeuxcg hows the progress going?
Did you get time to check my repro yet?

I have submitted a fix to stop these updates being sent to the server when they will be rejected. It should be released this week and turned on shortly after that.

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