MMO Player Movement hacking
Posted: 11 Sep 2018, 16:30
Hey guys. I'm here again with another question. Thanks for a previous replies, they helped me a lot and I have a great progress in creating my game.
So, the problem I've faced right now is a player movement in the MMO Room. Right now it is very easy to hack as I have no movement-checks on the server side, so cheaters could change character's speed on the client or even teleport to another place. The idea I have at the moment is to move player on the client and on server-unity-client with the same script and contain player speed variable on server, so if players taps W, for example, to move forward, he will move forward on client with velocity that is on client, and on server with velocity that is on server (normally they should be same). And if the player will change his speed on the client, then there will appear a difference between his position on client and server, which means that he was hacking.
But in theory, the problem I could face is a player's bad connection that will cause lags. And if he will move 10 meters on the client having a big ping, on the server he moved only for 2 meters for example because the request to move weren't sending from the client.
Fairly saying I'm not even sure if that can really happen, because I don't have an experience in such things and can't test it yet.
Hope you'll understand the idea and could help me.
So, the problem I've faced right now is a player movement in the MMO Room. Right now it is very easy to hack as I have no movement-checks on the server side, so cheaters could change character's speed on the client or even teleport to another place. The idea I have at the moment is to move player on the client and on server-unity-client with the same script and contain player speed variable on server, so if players taps W, for example, to move forward, he will move forward on client with velocity that is on client, and on server with velocity that is on server (normally they should be same). And if the player will change his speed on the client, then there will appear a difference between his position on client and server, which means that he was hacking.
But in theory, the problem I could face is a player's bad connection that will cause lags. And if he will move 10 meters on the client having a big ping, on the server he moved only for 2 meters for example because the request to move weren't sending from the client.
Fairly saying I'm not even sure if that can really happen, because I don't have an experience in such things and can't test it yet.
Hope you'll understand the idea and could help me.