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How do I handle client sided packets?

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1 comment, last by Alberth 4 years, 4 months ago

Been spending a lot of time figuring out how we send packets over the network. Right now since we are using Unity and a plugin called photon, we utilize the unity client to do so. In the context of our game, you create a lobby as the host, someone joins, and if you're savvy you could hack the client and send incorrect packets/false info.

How could something like this be handled without the use of a server side?

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pepper9 said:
How could something like this be handled without the use of a server side?

Probably you don't. As a receiver, anything sent by someone else cannot be trusted unless you either trust the source or you can verify the message in an independent way. The former generally fails across a global network, the latter typically means having an authority that the receiver trusts.

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