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Server authoritative movement with client prediction and rollback/replay support. In this example, the client exploits by moving a wall out of the way. But the server owns the movement. The client has failed predictions due to the exploit, and rolls back. #RobloxDev

20,016 views • 1 year ago •via X (Twitter)

11 Comments

Totsie's profile picture
Totsie1 year ago

can't you use raycasting for noclip prevention without server authoritive movement

Soccer Bot™'s profile picture
Soccer Bot™2 years ago

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DevGuy's profile picture
DevGuy1 year ago

If the server owns the movement, wouldn't the movement be laggy? Try adding 1-second replication lag on studio.

sleitnick's profile picture
sleitnick1 year ago

This IS with replication lag. That's what client prediction is for

Andrew D's profile picture
Andrew D1 year ago

gameplay loop when :^)

sleitnick's profile picture
sleitnick1 year ago

Yeah I've gotta still figure that out lol

Cedralian's profile picture
Cedralian1 year ago

Nice anti cheat!

FaultyScript's profile picture
FaultyScript1 year ago

He’s always cookin

nakiyu's profile picture
nakiyu1 year ago

I’m not deeply into coding, but I’m really curious about what I'm seeing. Does this mean exploits like moving or spinning unanchored parts (e.g., walls or objects) would be prevented or made unusable?

sleitnick's profile picture
sleitnick1 year ago

The server auth part makes any exploits pretty much impossible. The rollback (that rubberbanding effect) is just a result of the client "mispredicting" the move, i.e. the client and server disagreed with what the move should be, so the client moved back to the last verified move.

DabidarZ's profile picture
DabidarZ1 year ago

CLEAN ASF

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Delba

43,989 views • 2 years ago

If you’re playing on MonkeyTilt, the outcome might already be decided BEFORE you bet “The cryptography behind every bet has always been sound” We tested it It isn’t... we sent two different client seeds for the same nonce same result both times the server is ignoring the client seed entirely the player has ZERO influence on outcomes — what we did — opened the MonkeyTilt provably fair verifier with a revealed server seed entered nonce 1 → got 3.04x changed the client seed same server seed, same nonce → 3.04x changed it again → 3.04x the client seed has ZERO effect on the outcome — why this matters — in a provably fair system the outcome is derived from: -server seed -client seed -nonce the client seed exists so the player contributes randomness the server CAN’T predict if it’s ignored the server knows every outcome BEFORE you bet the hash commitment proves nothing because the server already controls all the inputs — not a frontend bug — we checked the network traffic the verifier sends a WebSocket request with: -client seed -server seed -nonce the server receives different client seeds and returns the same result anyway request 1 → client_seed “Clientseed123456789” → 3.04x request 2 → client_seed “NEWSEED12345” → 3.04x this is the server ignoring input not a display issue — live bet traffic — placing a Limbo bet returns: -random_multiplier -total_payout -round_closed that’s it no hash no seed reference no nonce no proof seeds are fetched from a separate endpoint game engine and seed system are DISCONNECTED — nonce verification — you can only verify nonces you’ve already played in a real system all outcomes are predetermined once the server seed is committed - they’re deterministic blocking future nonces suggests results don’t exist until you bet — summary — -client seed ignored by server -no cryptographic proof in bet responses -game engine and seed system DISCONNECTED -nonce verification restricted this isn’t provably fair it looks like provably fair UI on top of server side RNG MonkeyTilt should probably address this anyone can verify this themselves in 60 seconds - open the verifier, change the client seed, watch the result stay the same

CoinBets🔍

20,973 views • 2 months ago