Overview
Hello fellow developers, Today we will be explaining what remote spoofing/hooking is and how to prevent it.
This tutorial will include a basic example of preventing remote spoofing/hooking the example includes a Sprint script.
If you find my tutorial helpful, please consider upvoting it.
Thanks! - Pingu
What’s remote spoofing?
Okay, so think of Roblox games as a big network of computers, where information needs to be sent back and forth between your computer (the client) and the game server. This information is usually handled using something called “remotes.” Remotes are like messengers that carry information between your computer and the game server, helping to keep everything synchronized.
Now, remote spoofing and hooking are when someone tries to mess with these messengers. It’s like intercepting and altering the messages they’re carrying. Why would exploiters do this, you ask? Well, sadly some exploiters might want to cheat in the game, gain an unfair advantage, or even crash the game for everyone else.
Remote spoofing involves pretending to be someone you’re not. Imagine if I sent a message to the game server pretending to be the game creator or an admin. I could potentially trick the server into doing things it shouldn’t, like giving me special privileges or items.
Remote hooking, on the other hand, is a bit sneakier. It’s like attaching something to the messenger (the remote) without anyone noticing. This can allow someone to spy on the messages being sent or even change them on the fly.
So, how do you prevent remote spoofing and hooking? Well, today we will be explaining that!
What’s the point of anti-remote-spoof?
Anti-remote spoofing in Roblox is like putting a lock on your front door to keep unwanted guests out of your house. In Roblox, we use something called RemoteEvents and Remotes to send messages between our client and the Roblox servers. These messages help make our games fun and interactive. But sometimes, exploiters can try to mess with these messages in a bad way, like using them to cheat or spoofing/hooking them for an unfair advantage.
That’s where anti-remote spoofing comes in. It’s like a security system that makes sure only the right messages get through. Imagine if you had a secret handshake with your friends, and only they knew it. If someone else tried to join your group, they wouldn’t know the handshake and wouldn’t be allowed in.
Anti-remote spoofing works kind of like that. It checks if the messages coming in are from the right sources and if they’re saying the right things. If they’re not, it blocks them, just like your secret handshake would keep out strangers. This helps keep our games fair and fun for everyone.
But why is this important? Well, think about it like playing a sport. If someone cheats and doesn’t follow the rules, it’s not fair or fun for the other players. Anti-remote spoofing helps make sure everyone plays by the same rules, and that’s what keeps Roblox games enjoyable for everyone. So, it’s like our way of being good sports and keeping the game fair and square.
Note:
The code shared in this discussion is purely for educational purposes and should not be applied in actual game production. It’s essential to understand that the code may require further enhancements, such as setting both the script and the script environment to ‘nil’ to deter potential exploits from rendering it ineffective.
Please be aware that the possibility of disabling or deleting the script or remote is already acknowledged and addressed, so there’s no need to comment on that aspect.
Example
Before Anti-Remote Spoof/Hook.
After Anti-Remote Spoof/Hook
Tutorial
A quick side note: indeed, it’s possible to delete the script or remote. It’s highly recommended to implement additional layers of protection, but it’s important to note that this tutorial primarily concentrates on anti-remote spoofing techniques.
Client
Let’s set things up step by step. First, create a LocalScript under "StarterPlayer > StarterCharacterScripts"
. After that, we’ll get our variables and services in order.
You’ll also want to make sure you have a RemoteEvent named “Packet” placed in "ReplicatedStorage"
. Don’t worry; you can always change this later if needed.
-- Client.lua | StarterPlayer > StarterCharacterScripts
-- \\ Services // --
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local HttpService = game:GetService("HttpService")
local Players = game:GetService("Players")
-- \\ Variables // --
local S2C_C2S_Packet = ReplicatedStorage:WaitForChild("Packet")
local LocalArgumentCopys = {}
A brief explanation: "LocalArgumentCopys"
stores copies of all the arguments sent to the server in a table, and it’s associated with the "S2C_C2S_Packet"
RemoteEvent.
Now, let’s go ahead and configure our sprint handlers using UserInputService, along with our function for creating our ID to ensure more precise argument matching.
-- Client.lua | StarterPlayer > StarterCharacterScripts
local function CreateID() -- ... CreateID Function | This function creates a LocalArgumentCopys ID and checks it before using it.
local ID
repeat ID = HttpService:GenerateGUID(false) until not LocalArgumentCopys[ID]
return ID
end
UserInputService.InputBegan:Connect(function(input: InputObject, gameProcessedEvent: boolean) -- ... InputBegan Connection | This connection wait's for the user to hold LeftShift.
if input.KeyCode == Enum.KeyCode.LeftShift and not gameProcessedEvent then
local ID = CreateID() -- ... We use an ID system to not mitch match arguments.
LocalArgumentCopys[ID] = {
[1] = ID, -- ... We use an ID system to not mitch match arguments.
[2] = "SPRINT_ADD", -- ... This is the PacketType, you can change how this works on the server.
[3] = 32, -- ... This is the PacketValie, this value is just there walkspeed.
}
S2C_C2S_Packet:FireServer(LocalArgumentCopys[ID])
end
end)
UserInputService.InputEnded:Connect(function(input: InputObject, gameProcessedEvent: boolean) -- ... InputEnded Connection | This connection wait's for the user to stop holding LeftShift.
if input.KeyCode == Enum.KeyCode.LeftShift and not gameProcessedEvent then
local ID = CreateID() -- ... We use an ID system to not mitch match arguments.
LocalArgumentCopys[ID] = {
[1] = ID, -- ... We use an ID system to not mitch match arguments.
[2] = "SPRINT_SUBTRACT", -- ... This is the PacketType, you can change how this works on the server.
[3] = 16, -- ... This is the PacketValie, this value is just there walkspeed.
}
S2C_C2S_Packet:FireServer(LocalArgumentCopys[ID])
end
end)
A brief explanation: When you hold down the left shift key, the system generates an identification number (ID) and makes a copy of the information being sent to the server. Then, it sends this data to the server. Later, when the server responds, it checks if the response matches what was sent.
The final step involves configuring the "OnClientEvent"
listener to await the data sent from the server to the client.
-- Client.lua | StarterPlayer > StarterCharacterScripts
S2C_C2S_Packet.OnClientEvent:Connect(function(...: any) -- ... OnClientEvent Connection | This connection wait's for the Packet to be sent back for verification.
local Arguments = unpack({...}) -- ... Arguments | Argument[1] (ID: String) | Argument[2] (PacketType: String) | Argument[3] (PacketValue: Integer)
if not Arguments then -- ... Arguments Check | Check if arguments even exists.
Players.LocalPlayer:Kick("Arguments[None] | Spoofed!")
elseif #Arguments > 3 then -- ... Arguments Check | Check if #Arguments is greater then 3.
Players.LocalPlayer:Kick("Arguments[>...] | Spoofed!")
elseif #Arguments < 3 then -- ... Arguments Check | Check if #Arguments is less then 3.
Players.LocalPlayer:Kick("Arguments[<...] | Spoofed!")
elseif LocalArgumentCopys[Arguments[1]][1] ~= Arguments[1] then -- ... Arguments[3] Check | Check's if arguments 1 was spoofed, comparing localcopy to the server copy.
Players.LocalPlayer:Kick("Arguments[1] | Spoofed!")
elseif LocalArgumentCopys[Arguments[1]][2] ~= Arguments[2] then -- ... Arguments[3] Check | Check's if arguments 2 was spoofed, comparing localcopy to the server copy.
Players.LocalPlayer:Kick("Arguments[2] | Spoofed!")
elseif LocalArgumentCopys[Arguments[1]][3] ~= Arguments[3] then -- ... Arguments[3] Check | Check's if arguments 3 was spoofed, comparing localcopy to the server copy.
Players.LocalPlayer:Kick("Arguments[3] | Spoofed!")
end
LocalArgumentCopys[Arguments[1]] = nil -- ... LocalArgumentCopys | This will clear LocalArgumentCopys with the checked arguments.
end)
A brief explanation: This part of the code waits for the server to send back the arguments and then employs the "LocalArgumentCopys"
to compare the local and server arguments. If a discrepancy is detected between them, it’s an indication that the remote might have been spoofed.
That’s it for the client check out the Server section to get the server-code!
Server
Before we dive into this, let’s start by setting things up on the server side. Begin by creating a server script within the "ServerScriptService"
folder. Once that’s done, we’ll make sure our variables and servers are all in order.
-- Server.lua | ServerScriptService
-- \\ Services // --
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local HttpService = game:GetService("HttpService")
local Players = game:GetService("Players")
-- \\ Variables // --
local S2C_C2S_Packet = ReplicatedStorage:WaitForChild("Packet")
A brief explanation: A brief explanation: "S2C_C2S_Packet"
RemoteEvent.
This is the final step, where we set the player’s speed to the value provided as the third argument. Afterward, we send these arguments back to the client for comparison between local and server values, serving as a precaution against potential remote spoofing or hooking.
-- Server.lua | ServerScriptService
-- \\ RunTime // --
S2C_C2S_Packet.OnServerEvent:Connect(function(Player: Player, ...: any) -- ... OnServerEvent Connection | This connection waits for the Packet to send info to it.
local Arguments = unpack({...}) -- ... Arguments | Argument[1] (ID: String) | Argument[2] (PacketType: String) | Argument[3] (PacketValue: Integer)
S2C_C2S_Packet:FireClient(Player, Arguments) -- ... FireClient | This allows the client to compare the ServerArguments and ClientArguments.
if Arguments[2] == "SPRINT_ADD" then -- ... PacketType | SPRINT_ADD, Adds sprint speed to the user using the arguments.
Player.Character.Humanoid.WalkSpeed = Arguments[3]
elseif Arguments[2] == "SPRINT_SUBTRACT" then -- .. PacketType | SPRINT_SUBTRACT, Removes sprint speed to the user using the arguments.
Player.Character.Humanoid.WalkSpeed = Arguments[3]
end
end)
A brief explanation: This connection adjusts the player’s walk speed according to the third argument while also using the second argument to determine what the server needs to do. it also sends the server’s response back to the client for comparison with the local arguments.
Code
A quick side note: indeed, it’s possible to delete the script or remote. It’s highly recommended to implement additional layers of protection, but it’s important to note that this tutorial primarily concentrates on anti-remote spoofing techniques.
Downloads
Roblox model of code…
AntiRemoteSpoof - Pingu - Roblox
Full code…
FullCode.rbxm (4.8 KB)
- Yes I use ChatGPT to improve my English.
- Contact
pingulovesu
on Discord if you need any assistance or leave a comment on this topic.