Current Inventory Management completely trusts the client to send unaltered data, this means that cheaters could potentially packet edit to dupe and spawn items. And at the time of writing, Data isn't persistent and the data isn't checked for validation, so if a wrong item id or slot would be sent to the server, the server would reply to the client with incorrect data instead of an error.
Current Inventory Management completely trusts the client to send unaltered data, this means that cheaters could potentially packet edit to dupe and spawn items. And at the time of writing, Data isn't persistent and the data isn't checked for validation, so if a wrong item id or slot would be sent to the server, the server would reply to the client with incorrect data instead of an error.
The issue of Stash/Inventory being simulated on the server is to be addressed at a later date (more information on this issue https://github.com/d3v1l401/Bark-and-Barker/issues/39 )