| ▲ | kridsdale1 8 hours ago |
| Typically you send state, not inputs. To prevent cheating. |
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| ▲ | seba_dos1 8 hours ago | parent | next [-] |
| It's sending inputs that makes preventing cheating easier. |
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| ▲ | frollogaston 8 hours ago | parent | prev | next [-] |
| Some genres of games (like RTS) typically do send inputs instead of state. Cheating is indeed possible. |
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| ▲ | gafferongames 7 hours ago | parent [-] | | Cheating in the sense of breaking fog of war, because the client has to actually have the whole game state in memory due to deterministic synchronization. Yes. |
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| ▲ | LoganDark 8 hours ago | parent | prev [-] |
| Huh? If the server trusts the client to send state then the client could potentially send invalid or unfair state. If the client merely sends inputs then it can't just decide to manipulate the state that way. |
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| ▲ | frollogaston 8 hours ago | parent [-] | | He means the server sends state to the clients, rather than sending other clients' inputs (or just P2P if no server). There are games that send inputs, which means if it's a game of limited information, clients know more than they should. | | |
| ▲ | LoganDark 8 hours ago | parent [-] | | Ah, I get it now. I actually know a game that sends inputs (I commented elsewhere in the thread, the game is Cosmoteer). But yes, most games I'm aware of send state. |
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