max-mapper / max-mapper/voxel-server

prevent cheating

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#6 5 comments 0 reactions 0 assignees View on GitHub

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Dominant language
JavaScript
Stars
76
Forks
25
PR merge metrics
No merged PRs in 30d

Description

I realized that the current implementation as of today is an attempt to do server side physics / client side predictions in such a way that any invalid inputs (e.g. cheating) on the client side would be immediately corrected by the server

It dawned on me that this approach is really hard and that for the v1 of voxel-server it should trust the client more which has the tradeoff of allowing cheating but on the other hand drastically simplifies the amount of code/banging your head against the wall needed to get a fun multiplayer server experience going.

Cheating isn't actually a big concern of mine now that I think about it -- in minecraft you don't really attack other players, the emphasis is on editing voxels in the world.

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

No files, tests, or entry points are named. Start by reviewing the current server-side physics and client-prediction implementation, then determine which validation should be removed or simplified for a v1 that trusts client input. Done should mean the multiplayer experience works with the agreed tradeoff that client cheating is allowed.

Written by the indexing model from the issue text.

Assessment

Tech stack
javascript
Domain
backend, game-dev
Issue type
Refactor
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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