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Game security is not simply securing channels from eavesdropping or validating identity; it's about realtime distributed systems with eventual consistency and u
by dleslie 8y ago
Game security is not simply securing channels from eavesdropping or validating identity; it's about realtime distributed systems with eventual consistency and untrustworthy agents.
At some level, it is a matter of either validating all behaviour suggested by remote clients, not accepting anything more than controller inputs from remote clients, or throwing caution to the wind and letting them have at it. Each have their benefits and caveats.
And once you're hosting dedicated servers, why not go one farther and treat it as the SaaS it is?