New Require Introspection Feature

There should be an option for users to disable this feature just for plugins (or all plugin errors in general)

11 Likes

I’m quite curious what are you going to do with requires that are ran only if IsStudio() is false (which is the case for the most backdoors)? Seeing a module being required from a call located in eg. “workspace.Part.Script:2” in the in-game console can’t be helpful if the map’s big.

10 Likes

That a good point, there will just be no print. But i think there will be a solution for that later. As @Mr_Purrsalot say, you will maybe see a possible solution for this type of problem with this planned feature.

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I see the benefits of this but I don’t want the log appearing every time I play on my studio.

It gets pretty distracting when debugging and testing codes, and this message gets in the way.

There should be a setting to disable this feature or a filter.

5 Likes

99% of backdoors gonna say adios when these drop

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THANK YOU! I really dont like it when it prints all that stuff in the output from a plugin I have. thank you

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They are undetectable if the exploit developer scripted it right.

This is a big misconception and is no true. In fact this is one of the reasons why there is so much exploiting, developers believe that security through obscurity can secure their games, this leads to them getting a false sense of security which prevents them from fixing the actual issue which is their game not being secure by design.

If your game is secure by design, all exploits would be patched. Expect legit aimbot and legit autofarm.

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We really should have more control over this. In its current form it is annyoing. We should have seperate controls for plugins.

Also we should have a way to disable require IDs all torgether.

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I can never recall using a third party module for any serious code base.

I still request a way to block Third-Party module requires.

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In that case the message will only print in a live server.

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Can this not appear if we give a plugin access to inject scripts?? Incredibly frustrating having this spam my output when play testing

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I am aware of how IsStudio works, and I’m aware of the code being ran only in live servers in such a case too. What I’m not aware of is if we are going to be given tools that would let us locate the requires running only when IsStudio is false, and thus showing up in the live server console - right now, the most information we would be able to get is the location of the script. Unfortunately, that’s not enough, as scripts like this are often located in places like “workspace.Model.Model.Part.Script”. Finding the require ID using the find & replace tool is pointless too, as backdoor authors resort to hacky ways such as using hexadecimals, or even unicode char codes put in string.reverse(). That’s what I said in the second sentence of my post that you’ve (partially) quoted.

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How will this kill all script builders?

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Great feature! This actually helped me find a backdoor I didn’t even know was in one of my games that the map developer had accidentally slipped in.

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If you have require access you can just log all input anyway?

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Is there any way to disable this feature?
Some of the plugins I have rely on require and it’s spamming my output on every play test.

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This is great. It will help protect against backdoors in the future

This is a great feature for those who might have accidentally stumbled across a backdoor but could be able to disable this? It floods my output in one of my games I am working on and gets pretty annoying.

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You’re don’t make any sense. You claim all of the scripts would be ‘open source’, but back up the point no one will be able to see it…?

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So your script builder is sandboxing require?

2 Likes