I hope not to be off-topic here.
At the moment I'm dealing with networking programming for the game I'm working on and I found different possible scenarios.
I started to build code using a Platform as a Service such as Photon Unity Network which offers a quite simple system to sync players through its cloud.
The problem is that by using the cloud you must have at least a trusted client in order to prevent cheating from players.
I wish I could learn what is best to deal with this problem considering that opting for a client/server structure would be the best but I'm a bit worried about rental/purchase pricing. Is there a cheap way to have a working game server?