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by kevincox
1250 days ago
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It's always a balance between performance and security. Yes, it is better to have the server parse, validate and reserialize messages from other players to add another layer of defense in front of the client. But the client shouldn't be trusting the server anyways so going peer-to-peer shouldn't be an issue. The fact is that server pricing isn't going to catch everything anyways. Probably the biggest problem with P2P these days is that it shares your IP which can be used for tracking or DoS attacks. |
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If there's things like durable money between matches, etc: without someone in the loop to validate what happened you can't really solve this problem peer to peer. (If we define security to encompass "secure game state" and not just "safety from remote code execution")