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Multiplayer games are a completely different genre than a professional-level API like a stock exchange. You absolutely must trust that a client's business logic is sound; as long as their credentials validate it's simply out of scope for you to do anything other than explicitly execute their instructions, because that's how the traders make money. "Trust the client" doesn't mean state, it means actions - the equivalent reasoning in a game would be disallowing the player from "playing badly", which is nonsensical.



> the equivalent reasoning in a game would be disallowing the player from "playing badly", which is nonsensical //

Self and team damage is often turned off (on games I've played, I'm not really a big gamer). That would seem to correspond to blocking a sell order that represents more shares than you could possibly have?


.. Or sending the action "deal 1000 damage" when the maximum damage any weapon can do is 5


You can't send an action "deal 1000 damage." The client says "shoot in that direction" the server determines what damage, if any, occurs.


Unless you're playing The Division (putting things like RPM, recoil, and player location client side).




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