Yes, it does send that GUID back to the server for further authentication.
In regards to your second question, it depends on how the developer utilizes the module.
Exploiters can read the data being sent by the remote event and then overwrite the data.
Regardless of how the developer utilizes the module
The client does not have visibility into how the module is used on the server. The implementation of the module on the server is ultimately determined by the developerâs decision.
i find this very pointless since RemoteSpy is a thing and this literally solves nothing.
any remotes fired from client to server can be traced with every info inside using exploits and give exploiters the ability to replicate it. (Yes this may stop some people with very limited knowledge on how roblox works from exploiting but it can grow very ineffective once, a competent exploiter makes a script for it.)
i could see this be somewhat usable for a bindable communication in a Server to Server scenario, where you are unsure if there is bad actor or a backdoor in your game , which should not be there to begin with.
What is the point though. You are just remaking BridgeNet
and Signal
.
Unfortunately, this wouldnât work.
Exploiters can see what you are firing to the remote event, and then just fire that to the remote event.
Instead, Iâd advise you to secure your remotes: no module can stop exploiters from seeing what you fire to your remotes, but you can stop exploiters from doing unauthorized actions with those remotes.
As previously mentioned, the client does not have visibility into how the module is used on the server. The implementation of the module on the server is ultimately determined by the developerâs decision. Therefore, the moduleâs usage is entirely dependent on the user.
I am not re-creating BridgeNet
and Signal
. Our approaches and methods are not identical. I can confidently assure you that we are not using the same method as BridgeNet
, as I have previously talked with the creator of BridgeNet
.
As previously mentioned, there are numerous issues with using RemoteEvent
. My initial lack of consideration for these problems and attempt to directly call RemoteEvent
was a poor decision. I primarily focused on optimizing and improving BindableEvent
, BindableFunction
, and RemoteFunction
. My current plan is to rewrite and optimize the entire module to address these issues.
Yes, but they can see what passwords you are using and just fire a remote with the password. Like I said: It wouldnât work.
Even if a developer decided to randomize the password, pass it to the client and make it void (make it not work) in 5 seconds, an exploiter could still write a script to grab that password and then fire that to the server. Things like this are unfortunately not possible due to the power of third-party programs. Instead please secure your remotes: itâs the only true way to stop remote exploitation.
As previously stated, it is not possible to provide absolute security to the client. Exploiters can still see the data being passed to the client. Passing the GUID is just to provide a level of obfuscation. As long as the remote exists on the client, exploiters can still interfere with it. Thus, the implementation of the module on the server is ultimately determined by the developerâs decision.
OHHHH thatâs what you meant
Thought you were saying âno the module is goodâ (not saying I was expecting you to be that person, but you know, some people are like that)
But no matter what, this module is good for catching script kids (because most donât know how to listen to remotes), provided your game has not reached a certain level of popularity
To be honest, there are many aspects of the module that need improvement, and I am currently working on them.
v2.0.0-beta
- The module has undergone a complete rewrite
- Added
LBConnection.RemoteEvent
,LBConnection.RemoteFunction
, andLBConnection.Bindable
- Added Rate Limit
- Incorporates a queuing mechanism for packages, ensuring their delivery in the subsequent frame
- The data transmission process now involves converting the byte string to a binary string
- And more
The only module that support --!strict luau and making me feel easier to use this
I believe I am not the first one lol
- Re-edit the GitHub API
- Adding missing API in Github
- You can now download the Rojo version through the GitHub release page
- Add an example by using
LBConnection.RemoteEvent
to the post