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The problem with server-sided anticheats
Posted on 05 July 2016 - 06:33 PM
I just wanted to point this out because I made a rough connection while thinking about the state of debunking cheaters in this community.Server-sided anticheats are at a point where it's going to be really difficult to detect cheaters. There is only so much anticheats can do reading from the client's packets (play packets, login packets and heartbeat packets) and where it can detect things that are cheats and/or hacks. For example, here is a link to all of what a Minecraft server can send to a player and what a player can send to a server: http://wiki.vg/Protocol
The best way to counter this is making a client-sided anticheat, and to my knowledge, isn't really possible (right now anyway). Something similar to this is screensharing.
Last edited on 05 July 2016 - 06:37 PM by Cavasi
EhhThing wrote
Client Side AntiCheats aren't much better…
He's right, there's only so much you can detect from a server standpoint.
Look at VAC and even a more aggressive client sided anticheat, the ESEA client(CS:GO). They work quite well, however in the state Minecraft is in right now, I don't think a client anti-cheat is needed yet.
Posted on 15 July 2016 - 05:09 PM
Client side validation can always be faked.No matter what.
You cannot know what is going on on the other person's computer.
Posted on 17 July 2016 - 07:02 AM