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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

20,523 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von Totsie
Totsievor 1 Jahr

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

Profilbild von Soccer Bot™
Soccer Bot™vor 2 Jahren

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Profilbild von DevGuy
DevGuyvor 1 Jahr

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

Profilbild von sleitnick
sleitnickvor 1 Jahr

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

Profilbild von Andrew D
Andrew Dvor 1 Jahr

gameplay loop when :^)

Profilbild von sleitnick
sleitnickvor 1 Jahr

Yeah I've gotta still figure that out lol

Profilbild von Cedralian
Cedralianvor 1 Jahr

Nice anti cheat!

Profilbild von FaultyScript
FaultyScriptvor 1 Jahr

He’s always cookin

Profilbild von nakiyu
nakiyuvor 1 Jahr

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?

Profilbild von sleitnick
sleitnickvor 1 Jahr

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.

Profilbild von DabidarZ
DabidarZvor 1 Jahr

CLEAN ASF

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