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by rjvbk
2899 days ago
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>We don’t share the state of other players if it doesn’t need to be shared, so we can avoid common cheats like “map hacks” (revealing all players on the map).
>We let the server’s game simulation make the authoritative game decisions and generally don’t trust the information received from the client, which helps prevent common cheats like “god mode” and “disconnect hacks,” barring any overlooked exploits.
>Our network protocol has been obfuscated, and we change this obfuscation regularly so that making a network-level bot is much more difficult. I hope they are proud of doing the obvious. That's like having a webpage and bragging about escaping strings that you insert into a SQL table... |
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Additionally, it's non-trivial logic to determine what "needs" to be shared: eg, what do you do with a champ that's outside vision but using an ability that enters your vision? There are important and difficult design, architectural and logic decisions to be made at every level from the game data models to the server-side simulations to the clients handling of it.