• ShortN0te@lemmy.ml
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    8 months ago

    That is just wrong. For example, increased movement speed. Just check every couple of seconds if the movement that the player actually did is possible with the allowed parameters. Yes there can be bugs in that too, but not trivial to bypass when you validate every packages.

    It is resource intensive. But much more effective for things like movement then client side.

      • ShortN0te@lemmy.ml
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        8 months ago

        Every. Single. Serverside anticheat ever implemented has been defeated with absolute ease.

        Even if true (it is not) this does not proof anything other the that to less resources are invested in it. Client side Anti Cheat is cheaper because you just simply buy that product and yiu have not fix your broken game code which bately runs smooth anyway.

        Client side Anti Cheat goes against basic IT-Security principles. Every single packet that is sent from the Client to the Server is User Input. It is not to be trusted. You have to validate it.

        When you login to your Online account the check if your password is correct does not happen on your Computer. It gets sent to the server and the server validates it.

          • SexyVetra@lemmy.world
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            8 months ago

            Lol

            It STILL is impossible to verify everything server side unless you have a crazy powerful adaptive AI engine the likes of which still don’t exist today and you need to scale that for hundreds of thousands of concurrent players.

            Serverside anti-cheat requires AI

            You need to go out in the world (where the trees don’t have pixels) and learn about this stuff if you want to be in this field / pretend to argue about it. Instead you’ve conflated the facts that other people are telling you (this is a hard problem that takes effort) with the corpo propaganda (It’s expensive so It’s impossible)

            Also: Your llama-based waifu is not real. Good luck with your chat bot addiction.

            • AMDIsOurLord@lemmy.ml
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              8 months ago

              No, I’m not an AI technro, and this doesn’t have fuck all to do with LLMs, but with today’s sophisticated cheats if you want serverside anti cheat, that’s just a fancy way of saying behavior verification, and if you can do it without some sort of adaptive system then good luck mate

              I also don’t give a shit about pretending to be in the game, mate I’m a developer and I would love nothing more than getting another degree and kissing this garbage field goodbye

              • SexyVetra@lemmy.world
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                8 months ago

                AMD is always hiring devrel. You get to fanboy, travel, vaguely consult on a bunch of cool titles before they come out, and it pays way better than actual gamedev. Same goes for all the other hardware manufacturers, as well as engine and Middleware companies. (Also yacht parties and drama if you swing it right)

                I think you’re talking botting where I’m talking hacking. With botting, you’re right you do need “AI” where AI is the old heuristics and state machines AI. I still think anyone calling this AI in 2024 deserves to get clowned on. (And which I concede is not you).

          • ShortN0te@lemmy.ml
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            8 months ago

            All the input verification and processing of player locations is done on the server (at least in any respectable game), I can smell the fact that you haven’t touched a single line of multiplayer code in your life from here

            Those checks can be buggy ofc or do not cover all possible exploitable behaviors. But when there are implemented correctly you can not circumvent them. Similar to a Login form, bugs excist.

            A youtuber named CodeOverflow made two great series about game exploitation.

            EDIT: things like physical hardware hacks are also near impossible to detect reliably except for stuff like blatant recoil hacks

            Not talking about that. And Client side anti cheat does also not help here.