Jump to content
  • Advertisement

Recommended Posts

Advertisement

You mean anti-cheat.

Exact implementation would depend on the game, but the basic idea is that the user can modify what the client does, so the server needs to verify everything the client says and correct anything that doesn't line up. The best thing to do would be to find some libre multiplayer games and check out what they do. I think Minetest and Xonotic are good examples.

Share this post


Link to post
Share on other sites

That depends on what kind of game you're doing.

If it's a game with well-defined rules and no real-time response, you can run the entire rule set on the server, and simply use the game client for user interface to gather commands and show results. Board games and RTS games and turn-based games will work well in this model. (RTS games may seem like they're real-time, but there's typically a significant queuing delay for each command, during which the units play a "yes sir!" animation, before the command takes effect.)

If your game is real-time, in the sense of a first-person shooter, a racing game, or a fighting game, then you need to still run the game simulation on the server, but you also need to hide the latency on the client somehow -- show an immediate outcome of the action on the player's screen, while waiting for the server to verify that the action succeeded. Then you need to figure out how to show it when the action fails (say, the person you were shooting at suddenly jumped or dodged.)

How to build the server, in code, depends entirely on what game engine and language you're using. Some game engines (such as Unreal Engine) come with server functionality built in. Others (like Unity) have some support for networking, but generally requires addition of some third party helper to get good. Most of them don't actually solve the bigger questions of "how do I find a player to play with or a game to join" which needs additional helper libraries (Steam, or Apple Game Center, or Google Play Services, or whatever.)

 

Share this post


Link to post
Share on other sites

Consider first learning how other people's games got hacked, in particular games similar to your own. Learning how an attacker thinks and what can be exploited is invaluable if you're going to develop the kind of defensive / paranoid mindset needed to compensate for such attacks.

Share this post


Link to post
Share on other sites

There's a lot that could go wrong. That is in logins, persistance, networking stuff... and what if the server isn't authoritative. These four things you can research more. Cryptography for logins, databases for persistance, packet stuff for networking (overflowing? tcp quirks maybe?)... and server architecutre (authoritative or client-side).

Edited by RnzCpp

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Aryndon
      Project Redemption is an semi-fantasy RPG with a linear story and an elaborate combat system.
      We are building in Unity and are currently looking animators and artists.
      What we are looking for
      -Someone who is okay with split revenue/profits when finished
      -Collaborate with others in the team. Do you have an idea/thought on what should be included? Tell us!
      -Someone who wants to work with people that are passionate about this project
      If you are interested. Please message me and I will get back to you as soon as possible! Or add me on Discord AJ#6664
    • By Aggrojag
      Hello!
      I'm working on a game that is a narrative driven dark comedy with some small aspects of platforming and puzzle solving. The project is rather small as well. It touches on topics such as suicide, mental illness, family, corruption, free-will, and redemption.
      This project is exercise in polish, this means some experimentation will be needed along with some reworking of assets as they're provided.
      This will be a revshare model.
      First, I'm looking for a 2D sprite artist, not pixelated, that can compliment the style of the attached images, and be similar to the temporary character.
      We are looking to bring on a SFX designer at this time. Full list of required SFX will be available upon request, as well as a build with all elements related to sound implemented in some form (many SFXs pulled from the web for now). Will likely require some field recording, and some pretty strange SFX for when things get weird. I imagine a good portion of these will be quite fun to create.
      Lastly, I'm looking for a male voice actor, English should be your primary language. There will be at minimum two characters that will need to be brought to life through vocals. The first voice is similar to Marvin from Hitchhiker's Guide to the Galaxy. A reference for the second voice would be a mix of Ren (Ren & Stimpy), and Android 21 (DragonBallFighterZ). Due to formatting, I'm not including YouTube links in the post, sorry.
       
      WIP Scene with our custom shaders attached (platforms are lazily placed, as this was an asset test):

      A scene with dynamic lighting and temp character:

       
      Unshaded asset:

      If you made it to the bottom, thank you, and I look forward to hearing from you.
    • By SickTwistGames
      Ok, firstly, Hi.
       
      This is my first post on this forum. I am an Indie Dev making my first game so bear with me when I say dumb stuff, I'm on a huge learning curve.
       
      My first question is about inventory systems for unity. I am trying to make a survival type game with crafting. I have purchased Inventory manager pro by devdog from the unity asset store and it seems like a pretty powerful assett but for an intermediate coder its a little tough to use.  I'm beginning to wonder if it was the right purchase.
      So my question is.... does anyone have any experience of inventory plugins / systems for unity and can anyone reccomend a system to me?
      It needs to have the following: Loot system, crafting system, character sheet, blueprint system,  character stats system. Ideally with as little coding as possible.
       
      Thanks
    • By Atwo Studios
      Hello everyone this is Anthony from Atwo Studios, as small indie company we have published 2 indie games using Game maker, one being ROY - Color Matching and the other being Solar Switch. Both can be found on iOS and the Google play store.

      For our third indie game we are wanting to make a golf puzzle based game, this would be on mobile too.

      Our current team consists of a designer,programmer and artist. I would like to add a person who is interested in making sounds effects/ music for our game.

      If you are interested in creating a game for portfolio work or just as a hobby, 
      please send me an email at : anthony@atwostudios.com

      PLEASE do attach any audio work so that my team and I can review it and determine if you are qualified for what we are looking for.

      Please check out our website for more information about us and the types of games we have made so far.
      atwostudios.com
      DOWN BELOW CAN BE FOUND VERY EARLY SNIPPET OF THE GAME TO GIVE YOU AN IDEA OF WHAT WE ARE MAKING.
      p.s. I am not a website designer
      2018-05-01_04-58-04.mp4
    • By mapmip
      Hi, I am fresh to database design, recently trying building my mobile multiplayer game, it will be something like pokemonGo.
      I have experience on MySQL, and I know some NoSQL engines like redis.
      I saw some existing game projects which store their data on both SQL database and noSQL database.
      Could anyone give some advice that what kind of data should store in SQL and what kind of data is better to be in noSQL.
      It would be nice if giving some real scenario examples.
      My understanding is data like user profile, purchase transactions should be in SQL.
      Field map information, enemy status can be NoSQL.  
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!