Hello all-
I posted this because I am curious about server/client authoritative-ness and how they relate to hackers (specifically in mirror). I get that “the root of all evil” comes from client-authority, but client authority is much easier when it comes to player movement. Then again, if you build a popular game, client authority can be a real problem. I looked through documentation and I found four broad answers to this issue:
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Client authority in development, then server authority before release. (this one is hard because you have to go back and remake your systems)
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Don’t go big on game economy - if hackers can’t make $$, they won’t be so tempted to hack
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Add scripts on server and client side that check for things like unreasonable speed
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make your source code messy so hackers can’t easily find simple variables to tamper with
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Mirror does provide a few systems to help with server-client relations, apparently
I also understand that many devs don’t need to worry about this, since it’s unlikely that a game grows big enough to “earn the privilege of hackers”. This is also not an urgent issue for me. I am asking this question to see what the community believes is the best solution to client-side authority hackers.
ALSO…
Out of curiosity, is there a simple way to do player movement with server authority? (I couldn’t find much documentation.)
Anyway, I am excited to hear from the experts on this predicament for developers.
Thanks