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Oct 29, 2015 at 14:22 comment added serge Basically need to minimize data that is sent around to only what you have to have. Yeah - got it
Oct 29, 2015 at 14:02 comment added monty I forgot one thing to mention when it comes to prevent players from cheating. Make sure that the clients only have data they should have. Imagine a card game where the player sees his cards uncovered and the cards of the other players covered. If the information which cards are covered is in the memory a plugin could uncover the cards. Only the server should now all cards.
Oct 28, 2015 at 13:44 comment added monty If we find a private communication channel and if you want to I may can assist in more detail if you have further questions or need help to design a protocol and game server logic.
Oct 28, 2015 at 13:42 vote accept serge
Oct 28, 2015 at 13:41 comment added serge I guess I need to put more logic on the server. I'll accept the answer because I understand there is no standard other then "relevant logic is done and evaluated by the server". I was hoping that there is some kind of generic schema out there(I see that I need to do my own design)
Oct 28, 2015 at 13:24 comment added monty If all the relevant logic is done and evaluated by the server cheating would only be possible when the cheater has access to (hacking) your server directly. Example: the player manages to send a "do action X" request to the server although it is not the players turn the server can decide to ignore this message/action because the server state machine knows this is an illegal action. Rule of thumb: all relevant logic is done and evaluated by the server. The clients only display the current state and changes delivered by the server.
Oct 28, 2015 at 13:20 comment added serge I there any way to prevent users from cheating? (for example going out of their turns or sending fake actions to the server)
Oct 28, 2015 at 8:52 history answered monty CC BY-SA 3.0