Monday, October 8, 2018

networking - How do I avoid users hacking my network games from the client side?



I've decided to make an online game; the server sends packets of information to the client application, which is going to simulate what it gets from the server. The client makes a part of the design of the game, and sends the new state back to the server for processing.



The clients can send fake information to the server, and inform the server that I've done the task successfully, without trying. Assume a Counter-Strike game; the client may send a fake packet to the server and tell the server that I've defeated someone. How can I avoid this violation?




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