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With a proper netcode design, speedhack detection shouldn't be necessary in the first place, because the server only receives requests to perform a given action, calculates all game mechanics itself and then sends the clients a response whether or not they can do that right now. The client sends a "I start moving into direction X:Y" message and the server ...


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What you have described is roughly how we did it in Reclamation (Underlight sequel). The client sent a room change request and started loading the level, but before the client was allowed to move around after loading finished there was an acknowledgment required from the server. The game had a major PvP element to it, so this syn/ack system was as much to ...



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