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Server-Side Native/Method Whitelisting & Client-Side Execution Control


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Posted

Currently, developers face significant challenges with third-party executors and "cheats" that call client-side methods (natives) directly. Since many functions related to player health, armor, or visual effects can be triggered on the client side without immediate server-side validation, it creates a loophole for malicious users to exploit the game environment.

The Suggestion

I propose implementing a system that allows server-owners to restrict or disable specific client-side methods/natives globally or per-session.

Key Features:

  • Method Blacklisting: The ability for the server to tell the bridge: "Do not allow setPlayerHealth or giveWeaponToPed to be called from any client-side script unless it's a signed resource from the server."

  • Execution Integrity: A way to verify that a client-side call originated from the official server resources rather than an external injector/executor.

  • Native Hooks: Providing a server-side event that triggers whenever a sensitive native is called on the client, allowing developers to log or cancel the action.

Why it should be added?

This would be a massive leap in anti-cheat capabilities. Instead of developers constantly trying to "catch" cheaters after the fact, this would allow us to block the attack vectors entirely. If an executor cannot call the methods required to modify HP or spawn objects, it becomes useless.

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