I have players moving around in my networked game, and now it's time for some cheating prevention code. The game is a casual 2D MMO with no fighting or anything so things are pretty relaxed. Currently I send position/direction info to the server 4 times a second (every 250 ms). I have 2 ideas to prevent movement style cheating and curious if they are effective or any loopholes in them, or any others people can think of to protect against.
1) Check the distance between each position update. If > tolerance then ignore update and send back correction to old position. This one will make sure someone doesn't alter the position to be much farther apart than what is possible on the default client side moving at the rate defined in the client code.
2) Check the server time between position packets per client. If < 250ms then ignore and send correction of last known position to client. This one protects against someone sending small movement packets (to meet the first check requirements) but at a faster rate.
Am I missing anything?