This chapter is not meant as a complete guide to cheat safety, but more as a collection of hints and pointers.
The most effective way to prevent cheating is to perform all game relevant processing on the server. Clients should only send keypresses to the server, but never absolute values:
If it is not possible to do everything on the server and the client is allowed to send important data by itself, don't trust the data. Instead, check if what the client sent is plausible and fits the game rules. You can use replication interceptors to catch incoming updates on the server before they are written to the variables. (See Replication Interceptors).
- When a client shoots, only send that a shot was made and not what has been hit or how much damage has been made. These things should be determinded by the server only.
- When a client moves, only send the direction to the server, and neither speed or absolute positions. Speed can be manipulated to make clients ultrafast and trusting the client to send correct positions opens the doors for teleporting.
This file is part of the documentation for Zoidcom. Documentation copyright © 2004-2008 by Jörg Rüppel. Generated on Sat Aug 16 15:26:51 2008 for Zoidcom by 1.4.6-NO