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.