Is it good to organize data from module scripts on a local script?
I asked the AI assistant and it said yes but I still feel uncertain.
I’m currently organizing data for my shop.
Is it good to organize data from module scripts on a local script?
I asked the AI assistant and it said yes but I still feel uncertain.
I’m currently organizing data for my shop.
I was going to say don’t do it unless it’s unimportant data, but honestly, it doesn’t matter. You’ve been told not to create back doors, so as long as server has sanity checks for purchases and stuff, all client data would only be used for decoration. Just don’t make stuff like purchasing functions on the client, do it through the server and the server’s data.
You don’t need to handle this on the client. You can have the server hold the inventories, and the client just requests an update whenever it’s interacting with something.
I am organizing my shop GUI and there is no way for me to edit the GUI on the server though.
UI can be edited on sever, it just won’t fire .Changed on either side if the server sees the same property bring set. Having a client copy is perfectly fine as long as you keep in mind it can be changed by hackers, you don’t want them to do something game breaking.
Isn’t there filtering enabled that makes it so the hacker ruins the experience for themself? And do module scripts prevent in any way a hacker from controlling the game? I’m using the AI assistant and it’s saying I can’t edit UI on the server.
To answer your question, module script don’t replicate to anything but the same side it’s on, so client and server shared module scripts have their own version. It doesn’t replicate whatsoever. The AI isn’t always correct either. Treat UI like any other instance. It gets replicated if changes are made to the server, but not client>server. Still base local scripts around UI though because there aren’t as many cases where server scripts are needed.
(Note: this is only my understanding and there can be worse scenarios) The only way most hackers can really interfere with the server is through backdoors. Backdoors are ways where hackers can change arguments in RemoteEvents sent to the server so the server interprets them differently (it can also mean they could error scripts without proper security). Anything, anything on the client can be changes by hackers. Don’t keep purchasing functions on the client and make sure that the data passed is safe on the server. An example: the old version of one of my games, “Mony Merging!” had weather in it, this weather could be changed by some remote event. A hacker who was part of this small merge games community and had previously hacked versions of this game showed me this. He changed the weather condition by changing arguments to the server to whatever weather he wanted. This was a bog impact for players. (I’m recoding the game don’t worry I have better practices)
I encourage you to read more about this on other posts, because it’s pretty important.
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