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Combating cheaters in player hosted multi-player matches.
Hey there,
Posted this on /r/Unity3d as well, just a heads up. I could use some ideas.
I'm trying to come up with a good solution to combat cheating. This is not to be a full-scale cheat solution, maybe in the future but for now I need something relatively simple. Let me explain.
This project is quite small but still, it's important that the game remains competitive and that matches are played fairly. Obviously there will always be cheaters but were trying to take some steps against that. Part of the problem is that it's just not very realistic for our small project to have matches played on a dedicated server. The games will be played 1v1, using matchmaking and one of the 2 players will be selected as host.
I'm wondering if anyone has a solution of there own, it would be great to hear it. Currently I've thought up a solution in which say value A can only be changed by making a request. When the value is changed on one players end, it should then be checked on the other players end to see if the request to change the value on both machines was valid, only after receiving confirmation from the other player will the value be set for both players. I haven't fully designed and thought out this idea but it's an idea I'm playing with at the moment. Any input is greatly appreciated.
Edit: Game is a turn-based card game btw.
Just a note (I'm guessing this card game is some sort of trading card game where cards are gained etc.) unless you have a computer, generally a server, that you are in full control over and have all your games played on that server, there is no way to really prevent any cheating.
Every point where you are trusting the user with information is a "security fault" and can be used to "cheat" in your game. The idea is to generally code as if every piece of information you get from another player is wrong and needs to be checked.
I think this actually belongs on the forums, it's not specific enough for this website.
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