@iska@mstdn.starnix.network @Suiseiseki @splitshockvirus No one implements anti-cheat as a serverside-only measure because what are you gonna go if some weird shit happens due to lags or packet loss and you don't trust the client? Just drop everything and pretend nothing happened? No one will play such a game except for free software zealots. But they won't but stupid hats that exist only as in-game items anyway. So no one cares about them. It is THAT easy 🤣
@Suiseiseki Can you give us a name?
So what happens if the connection to server is interrupted, I only see three approaches:
1. You trust the client. When the connection is restored server replays what happened on the client and accepts that. Anyone can botch the client and pass anything they want to the server — cheater's paradise.
2. If server deems what was passed from the client as questionable, it just drops it. Gamers will hate it as they lose progress.
@Suiseiseki
3. The game just stops if the connection is interrupted even for a split-second. This renders the game effectively unplayable. Gamers will hate it too, maybe less than the second approach, but they will.
Yes, serverside only measures are difficult to implement, as you need to allow for some packet loss etc, but that doesn't mean you can't do it.
>Just drop everything and pretend nothing happened?
You get this effect when you do user-side anti-cheat and the users bypasses such.
>No one will play such a game
I know at least one proprietary game that implements serverside anti-cheat and it works just fine.