Comment on Why is anti-cheat always client-side?
cyberpunk007@lemmy.ca 11 months ago
Server receives “1” for “hit registered” as sent by “client”. As a client I can shove 1s all day long, how will it safeguard that?
Comment on Why is anti-cheat always client-side?
cyberpunk007@lemmy.ca 11 months ago
Server receives “1” for “hit registered” as sent by “client”. As a client I can shove 1s all day long, how will it safeguard that?
krimson@feddit.nl 11 months ago
Server determines hit received. Client only sends shot fired and direction and such. Server could also calculate if shot and direction make sense based on location, last shot fired, etc.
I’m a dev but not a game dev so I have no idea if this is doable or too much for the server to handle. There probably is a reason anti cheat on the client is still needed.
Longpork_afficianado@lemmy.nz 11 months ago
Depends what you mean by wall hacking I guess. Shooting through a wall should not be possible by your proposed method, and it could be expanded to prevent the player moving through walls also.
Seeing through walls though is a different matter. How does the server know if I have rendered an opaque wall or not?
Personally I see anticheat as a problem to be solved socially, not technically. Just let people vote to kick, and anyone who is generally accepted to be hacking will be kicked. No need for invasive Spyware.
xep@kbin.social 11 months ago
cyberpunk007@lemmy.ca 11 months ago
As far as I’m aware every action the client produces is reported to the server. If I push “w” the client tells the server “move forward X amount”. So as far as I’m aware, make most sense to have anticheat on the client side.