You might see these in the form of aim-bots, auto-hotkey style scripts, and general automation of game-play. These are usually undetectable via conventional means, if at all. Lastly are maybe some of the peskier exploit types which are just plain local enhancements. You can mitigate these on the server, or add basic checks on the client, but be sure to remember you can never actually rely on the client. The issue stems from the fact that players have physics ownership over their characters for smoothness and fast feedback, but in turn this gives them the ability to move them anywhere. You might encounter these exploits in the form of flying, super jumps, or speed hacking. Some exploits don’t actually rely on remote exploitation, but instead in simple things like Roblox’s rules of replicating properties. If it makes you sleep better at night, the extra headache is okay, but you should not be relying on it to ever really work. It doesn’t matter how clever your system looks, or how much time it took you, you’re not the one in control of your client. As a pro-tip: anything coming from your client will not be secure. You should always be ready for someone on the other side of the bridge to outsmart you, and make absolutely certain the code you wrote is well tested for cases like someone throwing a NaN at you or expecting an object and getting a table that looks like an object.Ī really common pitfall is the attempt to “secure” your remotes, or “validate” your data, and anything that is done client side. Think OffensiveĪ simple example is a store ask the server, “can I buy this sword?”, and don’t tell it, “I can buy this sword.” The server should be the one checking everything from currency to experience points to levels, since it has the final say in what’s really happening. Your code should be built around thinking, “if I had absolute control of my client, what could I send over this bridge to break everything?” Design should be based around asking the server “can I”, and not telling it “I can”. When implementing your RemoteEvent and RemoteFunction code remember to think as the attacker. Additional ResourcesĮcho Reaper actually has a pretty good post on this, which details more than just the basics I mentioned.įiltering Enabled & Exploits Filtering Enabled & ExploitsĪ good way to get started is to echo what you always hear: under no circumstances should you trust the client with authority over your server game logic. Roblox does not send bytecode from server scripts to the client, ever. If someone obtains your server code, that’s a huge red flag of a different underlying issue. That is to say, Server scripts can not be decompiled, in any way shape or form. Lastly, decompiling is only possible on LocalScripts, and ModuleScripts used by LocalScripts. On the same note, white-space, comments, and style choices are not stored in the bytecode either. With Luau stripping debug information that Lua usually passed along, things such as local variable names and upvalue names are no longer retrievable by decompilers. Note that decompiling is not a perfect science. This process also can’t be stopped, but recent changes such as Luau using a new instruction set can slow down the development of the tools used. Decompiling consists of using software to generate readable source code from already compiled Lua code, which is in a form called “bytecode”, and doesn’t contain enough information to usually convert back into its exact source counterpart. Script stealing is done by a process known as “decompiling”. Script stealing is another issue similar to place stealing but quite different in practice. Additionally, very rarely Roblox could have a major security vulnerability, but then anything can happen. Some uncommon forms of place stealing might be tricking someone into giving Team Create access, where it’s possible to steal everything by saving locally. Some exploits already come with this feature, others just use a script, but the gist is that they use data that’s already available to your client, which means it’s not something you can stop, or try to stop. Someone has some kind of script executor, and a script which serializes your place into XML or a Roblox compatible format that Studio can open. If you’re wondering about place stealing in general, here’s what that usually entails. This section is dedicated to explaining asset stealing place and source code stealing are covered here. The following sections cover common issues often brought up. While Roblox is seen as open grounds for free reign of exploits, this isn’t the case, and I attempt to tackle this wrong assumption in this post. If you’re not aware of exploiting by this point, you’ve probably been living under a rock that the pioneers used to ride for miles. The formatting is in sections for each specific topic, and is in no specific order. This post is a general information source on common exploiting terminology, tools, and methods.
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