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Dec 30, 2015 at 0:45 comment added TechNick6425 That's a good point. If you don't send any data that shouldn't be used, the client can't access. For example, if you have a shooter, only send data for enemies that the player can see. This prevents the client from showing players that the unmodded client shouldn't show.
Dec 30, 2015 at 0:15 comment added akaltar @TechNick6425 Though I can't back it up with reference, I believe some games do not send information about unseen (even nearby) enemies, so the client doesn't access the information. This is most important in strategy games and MOBAs like DotA, Starcraft, LoL, etc.
Dec 29, 2015 at 18:30 comment added Draco18s no longer trusts SE Long story short: assume the client is always a lying, cheating bastard when it sends packets. Don't let the client dictate any aspect of the simulation (i.e. validate everything). Preveting things like seeing-through-walls, there are some moderate prevention measures that can be taken, but are imperfect (such as MD5 checking the textures being used, but the client can lie about that if modified) and there's no way to insure integrity without having the server supply all game textures as well (and even then, if the client is modified...).
Dec 29, 2015 at 18:27 review First posts
Dec 29, 2015 at 18:35
Dec 29, 2015 at 18:22 history answered TechNick6425 CC BY-SA 3.0