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That's a good first step but it doesn't really stop hackers. Specifically the two cheats that the parent mentions don't require the server to trust the client.
by errantspark 7y ago
That's a good first step but it doesn't really stop hackers. Specifically the two cheats that the parent mentions don't require the server to trust the client. There's mitigation that can be done to prevent wallhacks, but aimbot can be really difficult to detect without sophisticated tools, and even then fundamentally the cheat can operate as an intermediary between mouse input and the game receiving that mouse input which makes it impossible to directly detect without memory inspection. Essentially you're left with heuristic analysis of mouse movements, or more likely a "Overwatch" (CS:GO) type system where moderators/janitors are tasked with evaluating players to determine if they're cheating or not.
- astrobe_ 7y agoCube2, another oldie but goodie FOSS games relies heavily on admins too. They are supported with stats (a server plugin, IIRC) and a observer mode which is actually available to all spectators (the game is more focused on fun than competition).
- Pxtl 7y agoCube1 solved the problem by keeping the communication stack closed source so you couldn't build a aerver-compatible client. The OSS version of Cube1 used a different communication stack.