this post was submitted on 30 Nov 2023
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Why is it not more common to implement anti-cheat on the server instead of the client? Is that not more secure? Couldn't the server just check what vision a player should have and not provide any other information to prevent wallhacks or maphacks? Or check how fast it is possible to move to prevent speedhacks? Aimbot is a bit harder to detect I guess but what about the other ones?

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[–] SnotFlickerman@lemmy.blahaj.zone 29 points 11 months ago (1 children)

Couldn’t the server just check what vision a player should have and not provide any other information to prevent wallhacks or maphacks?

Definitely not how that works. The server has no idea how to tell how the GPU on the client-side is rendering anything. The server is just doing server things, which definitely doesn't include data on the "vision" of each player. There's a lot less data being transferred than you assume here.

All of these are way easier to detect client-side, because client-side you can actually check the code that is running.

A server that checked all the code that is running would be a very, very slow game. Like imagine a chess game where it took five minutes for a move to register after making a move. Servers focus mostly on "player state" like, where are they, what direction are they looking, what direction are they moving, what buttons they are pressing, and a lot less on checking the code of the remote player. Once again, because checking literally every players code remotely would slow everything way the fuck down.

[–] JeffKerman1999@sopuli.xyz 11 points 11 months ago (1 children)

I remember a long time ago it was on the server side that the hits were registered not on the client side. It had a funny feeling because you would have to shoot where the target was going towards instead of shooting where the target was. And that was done with 24 players in a server

[–] boletus@sh.itjust.works 4 points 11 months ago (1 children)

This is still the case for most games. Games have just gotten better lag compensation methods.