Itâs Robloxâs role to enforce Robloxâs rules. If developersâ rules differ from Robloxâs rules, itâs up to developers to enforce those rules. If I run a game where I prohibit spoilers for popular movies, that rule is my job to enforce. Modifying your client to cheat at games is against Robloxâs rules, so itâs Robloxâs job to stop people from doing it.
Not everything is just magically âdevelopersâ responsibilityâ, especially when Roblox has more money, information, and control over the behavior of clients than individual developers do.
My question is: why donât the developers of these script executors fuzz every roblox function and check if the error messages are different between a normal roblox client and an injected one?
Script executors bugs of this nature have seemed to have been discovered for years.
You talking about stack tracing? Most executors (including Synapse X) have dedicated functions implemented for the specific purpose of rerouting the stack/scope to make the error messages less sus and to mitigate those recursive getfenv() checks inside trivially accessible data containers such as modules and getrenv().
We need to keep In mind that exploiters have FULL ACCESS to their client, making âanti-injectionâ would ONLY IN SOME CASES be useful, Iâm saying this because some executors especially the ones that are free wont have a way to bypass these types of scripts.
But either way I support what youâre trying to do!
Ok. so, itâs called using a different executor to do that job. They can use another executor like Scriptware which has never been detectable compared to Synapse.
isnt this so easy to make this not patched you can do if this script doesnât work in the server scripts the player gets destroyed and character and if they dont have a character the player can get kicked even in server scripts
tried that but apparently the local script kept working so it didnât work, theyâve probably patched it some other way and not by making the local script to stop functioning.