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The first step is managing expectations. Remember that "the client is in the hands of the enemy" — if you're making an offline game, then you're giving your attacker both the lock and the key. If the game is able to verify the solution to the puzzle, then a skilled attacker can use that verification routine to determine the solution to the puzzle. ...


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As DMGregory said in his comment on the question, if you try to prevent cheating on the transport layer, you are doing it wrong. A player who wants to cheat has several opportunities to manipulate their match results before they get encrypted by the network system. Encrypting the traffic between game client and server doesn't help much against those. It does ...


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