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by admax88q 3025 days ago
> 2. A big part of limiting cheating comes down to the specific game design and implementation. You need a server implementation that is as distrusting of clients as possible, you need secure (networking) code, etc. Anti-cheat is not a cure-all.

Unfortunately that's just not realistic for a large category of games. If you can trust the clients to some degree then you can really really offload a lot of server work. It's not feasible to process user's mouse input on the server in an FPS for example. Not just from a server load standpoint but from a latency standpoint.

1 comments

You don't need to do this in real time, instead you could log the data (e.g. mouse clicks, key presses) to something like a database, Kafka, or Kenesis. Now you've unloaded the anti cheat logic to other servers.

You don't necessarily need to ban a player immediately. If you can accurately ban people within a day of using a cheat, then that's a pretty serious deterrent from using them.