this post was submitted on 31 Oct 2024
415 points (99.8% liked)
Linux Gaming
15501 readers
946 users here now
Discussions and news about gaming on the GNU/Linux family of operating systems (including the Steam Deck). Potentially a $HOME
away from home for disgruntled /r/linux_gaming denizens of the redditarian demesne.
This page can be subscribed to via RSS.
Original /r/linux_gaming pengwing by uoou.
Resources
WWW:
Discord:
IRC:
Matrix:
Telegram:
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Any game that works like that is fundamentally flawed and AC is nothing but an attempt at a cheap bandaid at best.
The client should be doing nothing but rendering and sending player actions to the server and the server should be managing the game state as well as running its checks on those actions. And when one client sends actuons that are weird and doesn't line up with it's internal game state it should kick the client immediately always deferring to what ITS game state is telling it, not the client.
The cheat in this case would send legitimate actions. Like maybe you, the human, would have missed the headshot, but your cheat corrected to the inputs that would have landed one.
What if my hacked client sends actions that are not weird, completely plausible, but didn't happen and instead were faked? E.g. I take a headshot and would have missed, but my client sends data that I actually shot them dead center, because I wasn't completely off? How would the server know it wasn't me?