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Preventing Cheating Print

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Protecting fair play.

WHAT THE PRINCIPLE IS

Never trust the client.

WHAT CLIENTS CAN DO

Modify memory Modify network messages Read data they should not see Automate input Modify the game files

WHAT SERVER AUTHORITY PREVENTS

Falsified outcomes, since the server computes them.

WHAT TO VALIDATE ON THE SERVER

Movement, against possible speed Actions, against cooldowns and resources Results, against the server's own state

WHAT INFORMATION CHEATING IS

Using data the client received but should not display.

WHAT PREVENTS IT

Not sending it.

WHY THAT IS THE ONLY RELIABLE DEFENCE

Anything sent to the client can be read.

WHAT ANTI-CHEAT SOFTWARE PROVIDES

Detection of known cheating tools and modifications.

WHAT IT COSTS

Privacy concerns, platform support burden, and an arms race.

WHAT ELSE HELPS

Statistical detection of implausible performance Player reporting Rapid response to confirmed cheating

WHAT TO ACCEPT

That determined cheating cannot be eliminated entirely.

WHAT TO PRIORITISE

Making cheating not worth the effort, and responding quickly.


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