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In multiplayer networked games, exchanging information among clients and server, dealing with synchronization, update every client at a proper rate, and all other stuff about game networking, they make up a game network protocol, thus the rules adopted by such game to deal with the so-called netcode. So, the right question to ask is: How do I set up a ...


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No. It makes it so difficult to alter the relevant data for malicious (cheating/hacking) purposes that it is effectively impossible for most casual players who would want to cheat to do so or to obtain cheat software to help them do so. However, it's not technically impossible. Just like hackers can breach the security of social networking websites, bank ...


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If you're careful enough, your typical users will not be able to change this data on your own servers (see Josh's answer). However. It does not mean that they won't be able to cheat related to that data. If your game transfers this data to your users every time they need it, they still could discard it, replace it by their own, perform game simulation ...


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Here's a quote by Sam Jansen from a comment on gafferongames.com: Speaking as a network researcher and not a game developer, the conclusion to never use TCP and UDP together seems a bit strong. TCP will only have packet loss if it is sending too much data; in some ways just like the UDP data you are sending. The difference is you have no direct control ...



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