Hello! I am creating a live event on Roblox and am currently in a dilemma about ensuring the event is synced properly across servers.
Most backend procedures are done on the server, which includes tracking the time for the players as well. So I am currently using DateTime.now()
, which, as far as I know, is “cheap” to call. The only drawback is that it uses the “device’s local clock,” and that could be a problem as players can easily exploit it. The other alternative is Workspace:GetServerTimeNow()
, a much safer choice but “expensive” to call.
Remember, I am currently using DateTime.now()
on the server. Would players be able to exploit it this way? If so, that’s a sign for me to switch to Workspace:GetServerTimeNow()
. Albeit I doubt that would happen since it’s on the server. What do you think?