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Help with playfab
I'm trying to use playfab to stop people cheating on my game. My idea is to use playstream events to see if the player survived a round for long enough to actually achieve the score he is claiming. And maybe I can even use playstream to record the score every time the player gets a coin(?). Please tell me if this doesn't make sense.
Problem, I can't work out how to set this up on playfab. I followed a tutorial and have set up the player login. But from there on I'm stuck. Can someone walk me through it in detail or direct me to a good tutorial please?
Thanks a mil
Answer by Captain_Pineapple · Feb 04 at 01:35 PM
Hey there,
i am not sure if you are on the right track here...
From your question i'd assume that your game is a single player game. Is that correct? If this is the case then you basically have lost in that regard. While you can take measures to make sure that it is more difficult to cheat you cannot prevent it 100%.
In case you have indeed such a setup then Playfab will not help you as it'd still work with data that comes from the client/player which can not be trusted to be correct. Think of it like this: If a player managed to mess with your game that they can locally change the amount of coins they got then what stops them from sending wrong data to playfab?
Let me know if that assumption is correct.
It is a single player game. However, the way I understand playstream works is that its a type of analytics. I could write a custom event and track when it gets triggered. Would it be possible to fake analytics? I got the impression from playfab that its a solid way of stopping cheating.
Just to reiterate, the main things i would track are game start and end, but maybe also each time the player gets a coin as opposed to how many coins they have collected.
as i said: In general all outgoing data can be faked. A playstream event is nothing else but an outgoing message from your client to playfab. Playfab will always just be able to deter$$anonymous$$e if someone is playing for real or not if we assume that the inco$$anonymous$$g data is not being tampered with. But as soon as you can have any form of gain from more coins someone can find a workaround.
I mean if i understand you correctly your idea would be to basically send a signal each time a player earns a coin and the for example check if that many coins were gainable in that level. But that in itself yould not be safe as people could fake the information being sent...
In the end you have to follow the one simple rule: You can't trust any data that the client produces
right I hear that. How about checking the start and end time of the game to see how long the player survived. Can that also be faked?
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