Simple Physics Game Client Hack Prevention
Members - Reputation: 100
Posted 23 June 2011 - 05:13 AM
I am in the process of developing a Physics Puzzle game which has a LEADER BOARD system.
What I want to know is how can I prevent the client from sending the server fake scores ?
One of solutions I got was to just transfer the 'co-ordinates' and 'force' with which a Ball was launched and then simulate the result on the server side.
This leads to a lot of new questions :
Since the Time Step will not be same on the client and the server will I get the same solution ? (or is there a way to have the same Time Step ?)
And the biggest question is how do we implement such a thing .. I mean to take the co-ordinates from the user and run the game again on my server with the given co-ordinates ? (If 100 users are playing at a time then 100 copies of the game are running on my server ?)
I am all lost .. Please help me ..
Thanks a lot
Members - Reputation: 281
Posted 23 June 2011 - 05:49 AM
Will answer a lot of your questions
Moderators - Reputation: 9361
Posted 23 June 2011 - 02:32 PM
but how do we Implement this kind of transfer of information from the Client to the Server and vice-verse ?
Either by using raw sockets (socket(), connect(), bind(), listen(), accept(), recv(), send(), select()) or by using a library suitable for your environment.
The FAQ has a list of various libraries.