Okay. So basically, I manage every player’s inventory data on the client side. Then, to save it through a datastore, I send it to the server to save. To get the data, I call it from the datastore and send it to the client. Is this an “ok” method of handling data?
How is the server verifying the client’s inventory request? If you’re just saving whatever the client is sending, then no, it’s not ok
4 Likes
That helps, thanks! Is there a way I could “verify” what the client sends?
Store the items the client is supposed to have, on the server, then when the client requests a change to the player’s inventory, check if the player has the item from the requested change in the inventory from the server’s point of view, then make the change.
If your data is entirely managed on the client, then exploiters can just give themselves items they didn’t earn/purchase/obtain
1 Like
Alright that helps alot! Thats all I need to know for now. Thanks again so much!