RemoteEvent/Function Anti-Cheat

Hi,

I’m writing some security around my remote events and functions. Currently, I’m checking that the parameters sent are expected, and if they’re not then I’m banning the player. I was wondering if there’s any valid reason the parameters might differ (e.g network troubles) from what I expect?

For example: say I have a RemoteEvent that requires an argument of either 1, or 2. If the user sends anything other than 1 or 2, then I ban them. I don’t want to ban innocent people, so is there anything other than people manually calling the endpoints that could cause the argument to be different than 1 or 2?

(Assuming in this example that the client scripts that send this data are programmed to only send the correct data)

you could try making a key table and use :FireClient to update the clients table after randomizing it every once in a while.

It’s typically not a good idea to ban/kick players for incorrect RemoteEvent arguments. If you make any error while scripting you could ban hundreds of people. You should just disregard RemoteEvents that don’t send 1 or 2.

To answer your question though, it depends on how you’re getting the number 1 or 2. If you wouldn’t mind explaining to me how it works, I can try to help.