Quote:
Originally Posted by ryuchetval
does anyone know if the game client is built in such a way that you cannot implement server side checks in order to prevent hacking (eg. speed hack, teleporting, going into invalid locations in the map, doing more damage than possible, etc?)
from what I looked in the released sources there doesn't seem to be any logic to check any of these things and I cannot figure out if it's possible to implement it or not
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Implementing a server authoritative approach with techniques such as client-side prediction, server reconciliation, and snapshot interpolation, which is often used in e-sport games such as cs/apex etc., would require heavy modifications to both client and server netcode. Also, since S4's mechanics aren't 100 % deterministic, certain gameplay aspects would need to be adjusted for a fully server-authoritative approach. While this wouldn't be impossible, it would be such a tremendous task, that I wouldn't consider it to be worth it. At this point, you would likely be better off re-implementing the client in another engine.
As a cost-effective alternative, some f2p games post-validate matches while staying client-authoritative.
Implementation would require to:
- Record all matches on the server
- Flag players based on heuristics such as long win streaks, fast wins, high rating etc.
- Re-run and validate affected matches
- Flag cheaters and ban
IMHO, in favor of server computation cost and implementation effort, I would rather go with something like this for a game like S4.