Ive created a working authoritative client-server system using LiteNetLib for my game however im wondering if packet sniffing+modification is a real worry i should be developing for.
I read some information that other Client sniffing the packets of another client is pretty much impossible since the packets are routed through their ISP. Therefore: should i only worry about the client causing problems for the server, instead of also worrying about clients causing problems for other clients?
Currently im encrypting every packet sent by the client including movement commands such as 'move left'. My idea is that this will make packet-sniffing fail, packet-modification fail, and packet-spoofing fail.
If i remove my encryption doesn't that mean someone can spoof a packet by changing the packet source in the header? (thus sending game commands for another client - moving another player!). Usually when its encrypted i know that only the client with the secret key could have sent it, thus validating the packet source.
I see everyone saying that people shouldn't encrypt general traffic like this, but whats the truth here! Whats the best way?