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> You could use this model of recording inputs and playing them back on the server but that seems like it would be a ton of work if your game is popular and an
by Strilanc 10y ago
> You could use this model of recording inputs and playing them back on the server but that seems like it would be a ton of work if your game is popular and an extraordinary cost for keeping a simple score board clean.
You only need to validate scores that would actually make it onto the leaderboard, which would be a tiny fraction of all plays. To avoid being overwhelmed by bad submissions, you flag users who send them as "don't even bother checking, just log and reject".
The real problem is RNG manipulation and TAS-ing in general. How do you to ensure a malicious user automatically can't brute force the whole tree of possible plays?