• Riskable@programming.dev
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    1 month ago

    Excellent defense: “You sent me the packets revealing where all the other players were. If you didn’t want me to know they were behind walls why did you tell me precisely where they were?”

    Yeah, doing such checks on the server side of things is more computationally intensive but it would solve that problem entirely and you wouldn’t need client-side anti-cheat bullshit anymore.

    The first rule of network programming is never trust the client. How does anti-cheat software work? By trusting the client.

    • Maalus@lemmy.world
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      1 month ago

      It is impossible to do these types of checks on serverside. Your PC needs to know where to render the enemy character ahead of time, otherwise they’ll pop into existence after you are dead. Bonus points for packet loss. Programming games isn’t the same as validating input from some rando trying to log in on a site, it’s an unsolved problem that all games have an issue with - from FPS like CS, RTS like Starcraft 2, to mobas like League.