no, synapse does not print anything by itself, and checking for IP would be a very bad check because of vpns, so it uses the best method of preventing it which is hwid (hardware identification) with a key so if there is a mismatch between the keys’s saved hwid and the current hwid then you won’t get any further than a blacklist.
If you saw it in a video then you would have been looking at the exploiter’s client log. Therefore, it was printed client-side.
Yeah, we’re kind of confusing IPs whitelists and HWID whitelists together, but we’re trying to explain the difference and why it wouldn’t work.
This is why I wish we can test other exploits, it would make life easy.
Conclusion; No, you cannot patch Synapse forever, nor can you IP-ban someone. You also can’t get someone’s ip even if they print it with a script.
Yes, testing exploits on our own games would make it easier for us, but unfortunately it’s against the rules.
(Also, when an exploit updates, the only thing that doesn’t change is the script you execute.)
https://developer.roblox.com/en-us/api-reference/function/LogService/GetLogHistory
You don’t see a “Not Replicated” tag, so I’m not sure that it is impossible to make a system on the ServerSide. The only negative part:
Otherwise, you still have an advantage:
like I said, 99% of the hackers are people, 99% are children of them, who don’t know what they are doing. You just want to see the result, and you’re not interested in all that scripting stuff. Of course there are still people who know scripts and are more dangerous, but these are “few”.
True, most exploiters are infact not that experienced with scripting, plus, I’ve heard of custom functions that exploits have like firing a click detector with (for example) fireclickdetector(variable).
Wouldn’t this just return the serverside log if executed on serverside?
Unfortunately you are asking the wrong person, I had found the Log Service a long time ago, but thought it was useless. However, now that I know what it can do, well, I don’t know myself but it is very likely. Unfortunately you should print the table yourself, but it’s not that bad. But if it also prints ClientSide, then we are well equipped (Until Synapse sees this post and suddenly changes everything, we know how it works)
(can easily be bypassed but something to prevent basic script kiddies)
game:GetService("LogService").MessageOut:Connect(function(Message)
if (string.find(Message, "Remote") and string.find(Message, "Called") and string.find(Message, "{") and string.find(Message, "}")) then
-- do code
end
end)
?
If this works ServerSide then not lol. If this only works ClientSide, then:
Or the Hacker is a Scripter and bypass this
Or the Hacker is a Noob and can‘t bypass this.
If this, but, was there for us devs (and the effect would be reversed), then it might be possible. But unless a new event is created (which has as argumeters the night and the targeted client), this seems to be possible only ClientSide at the moment
Or, working with the MessageOut
Event, GetLogHistory
Methods and a RemoteEvents
, this should be possible.
The verdict on IP banning people is up for debate. You could in theory IP ban people using HTTPS service, but this is not allowed so yes… but no.
If this works ServerSide then not lol. If this only works ClientSide, then:
Or the Hacker is a Scripter and bypass this
Or the Hacker is a Noob and can‘t bypass this.
LogService | Documentation - Roblox Creator Hub
ServerMessageOut is ServerMessageOut, and like it said only core scripts can use it (I am not 100% certain what this does but I assume it is for when a server script errors when a client fires a remote event/function and the script that wrapped the OnServerEvent/Invoke errors)
LogService | Documentation - Roblox Creator Hub
Or, working with theMessageOut
Event,GetLogHistory
Methods and aRemoteEvents
, this should be possible.
I do not know what you mean by this?
ask 3dsboy08, that is if you even can
Why would he tell me? He made synapse pretty sure he’s not gonna wanna get it patched
A localscript that, if the Log is updated, send a RemoteEvent to the Server with the message, and if it was the message from synapse, just block and kick the Player.
You may use LogService for that.
the keyword is ‘can easily be bypassed’. If the server checks the logs it can still easily be bypassed since it is the client sending the data.
How many times do I have to say it:
It’s not 100% secure, it kicks out the exploiters who just don’t know anything about scripting. But other than that you need different ideas or you just can’t do anything against more intelligent exploiters. Of course you can change everything that is in the client-side, but most bad guys don’t know that.
If you share the ip to roblox in an email they might ban it…