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Cheating in online games
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===Authoritative and mirrored server design=== Generally, the better the server is at enforcing the rules, the less of a problem cheating will be in the game.<ref>{{cite web|url=https://udn.epicgames.com/Three/NetworkingOverview.html|author=Tim Sweeney|title=The Server is the Man|access-date=2015-07-06}}</ref> In this approach all client functionality either runs purely on the game server or alternatively the game server mirrors the client gameplay and continuously validates the game state. In many mobile games, it is a common practice to run the client game sessions synchronously on the server, using exactly the same user input. The client session is reset when the game sessions become unsynced, thereby preventing cheating. Server-side game code makes a trade-off between calculating and sending results for display on a just-in-time basis or trusting the client to calculate and display the results in appropriate sequence as a player progresses. It can do this by sending the parts of the world state needed for immediate display, which can result in client ''lag'' under bandwidth constraints, or sending the player the entire world state, which results in faster display for the player under the same bandwidth constraints, but exposes that data to interception or manipulation—a trade-off between security and efficiency. When [[Online game|game servers]] were restricted by limited available resources such as storage, memory, internal bandwidth, and computational capacity due to the technologies available and the cost of the hardware, coupled with internet connections that were slow, it was believed to be necessary to compromise on security for optimization to minimize the impact on the end-user. Today however, with the increased speed and power of multi-core computers, lower-priced hardware, and the increased availability of broadband internet, this has become less of an issue.{{cn|date=April 2022}}
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