Hello guys! I’m creating a score system based on the time remaining. My system calculates the score as
local Result = 60*min+sec
But the problem is that I do calculations on the client side of the game and must send these calculations to the server since I do this in a timer script. The question is how to make sure that an attacker cannot send whatever he wants to the server?
You can calculate it by
local t1 = os.clock() --gives the time in seconds (with the float point)
local diff = os.clock()-t1
and you can try to make it on the server side for each player
Will this be correct from the point of view of server optimization?
Yes, it will take less time than sending it through an event. Example:
local start = os.clock()
local times = {}
for i, player in pairs(players) do
if not times[i] then times[i] = start
if (something happened) then
times[i] = 0
else
times[i] = os.clock()
end
if times[i] > 0 then --add score
end
task.wait()
end
This will probably be better