It seems weird that we only have a server-side console in online mode, especially with the addition of FilteringEnabled. There are lots of things I’d like to be able to do client-side only, but that’s not possible since there isn’t even client-side loadstring anymore.
As it should be. The client should be completely barred from executing arbitrary code, no exceptions. Exceptions are just another word for vulnerabilities.
Hmm… while this would be useful in some ways, to me it wouldn’t be that useful.
Most of the things I make are already tested locally because of the Test > Play Solo being faster than making a server (I don’t use ribbon bar).
Also I assume you’re talking about a command bar, because we do have a client side and server side console. Or at least last time I checked we did o.o
It is feasible to add a command bar to the developer console. It would probably be done by adding a method to ScriptContext which returns a LocalScript with the given source. The method could only be called by the place creator.
However, I think the engineers at ROBLOX would want to make sure this would be useful before going to the effort of implementing it, because it might inadvertently introduce security problems.
I bet you feel the same way about server-side code… Right?
I bet you feel the same way about server-side code… Right?[/quote]
No. The server side code has to go through the server because that’s where it’s executed. If someone got high permissions on their client they could just call whatever code-executing function is being used.
Seranok’s solution would work if there were (1) a legitimate way to replicate to only one client and (2) a legitimate way to execute a localscript without parenting it.
Could always use a Lua Parser and a Lua VM…
I got one which works, and has decent error handling and roblox instances support: