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v2 · Activity 1 of 4 · remoteevent · communication · 28 min Requires Roblox Studio
RemoteEvent crosses the client/server boundary asynchronously. FireServer sends a client request; OnServerEvent receives the real sending Player as its first argument. The remaining payload is untrusted.
FireClient sends feedback to a particular Player. A reply to one requester should not broadcast another player’s private information.
Create InspectRequest and InspectFeedback RemoteEvents. A client button sends inspect. The server validates the action, rate-limits it, and replies Inspection acknowledged only to that sender.
Interface: Complete the documented Studio hierarchy and self-check the behavior outside the browser.
| Input | Expected |
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remote.OnServerEvent:Connect(function(player, action)
if action ~= "inspect" then return end
print("Requester", player.UserId)
end)The player parameter comes from Roblox; action comes from the client and must be checked.
New syntax: remoteevent, communication
Your explanation is a self-check. Exact wording is not automatically graded.
Self-checked Studio exercise. A saved checklist records your own review; no uploaded place file or screenshot is executed here.
ReplicatedStorage/InspectRequest (RemoteEvent) ReplicatedStorage/InspectFeedback (RemoteEvent) ServerScriptService/InspectServer (Script, RunContext=Server) StarterGui/InspectGui (ScreenGui) InspectButton (TextButton) Status (TextLabel) InspectClient (LocalScript)
Server validates and replies narrowly.
local Players = game:GetService("Players")
local storage = game:GetService("ReplicatedStorage")
local request = storage:WaitForChild("InspectRequest")
local feedback = storage:WaitForChild("InspectFeedback")
local nextAllowed = {}
request.OnServerEvent:Connect(function(player, action)
local now = os.clock()
if now < (nextAllowed[player.UserId] or 0) then return end
nextAllowed[player.UserId] = now + 1
if type(action) ~= "string" or action ~= "inspect" then return end
feedback:FireClient(player, "Inspection acknowledged")
end)
Players.PlayerRemoving:Connect(function(player) nextAllowed[player.UserId] = nil end)Client request and local response display.
local storage = game:GetService("ReplicatedStorage")
local request = storage:WaitForChild("InspectRequest")
local feedback = storage:WaitForChild("InspectFeedback")
script.Parent.InspectButton.Activated:Connect(function() request:FireServer("inspect") end)
feedback.OnClientEvent:Connect(function(message) script.Parent.Status.Text = message end)OnServerEvent is connected on the server; OnClientEvent on the client.
A response RemoteEvent must be replicated so the client can receive it.
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RemoteEvent crosses the client/server boundary asynchronously. FireServer sends a client request; OnServerEvent receives the real sending Player as its first argument. The remaining payload is untrusted.
FireClient sends feedback to a particular Player. A reply to one requester should not broadcast another player’s private information.
This diagnostic accepts only the fixed request "inspect" and limits it to once per second per player. It grants no reward and does not use client-supplied player identity.
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