I don't know how much the Rust server actually knows about player input, but it's pretty hard to get right Single mouse movement the player does on the server. > Shouldnt be to hard to do, just need to be able to see things as i was the players client and getting info on zooming and such.
The only safe game is a game with a proper client-serverĪrchitecture (which is not perfectly safe either, but safe enough due to the physical separation of client and server ), which is, by definition, not possible in FPS games due to performance reasons. The degree of it practically not being possible anymore, but that isn't actual security, but obscurity. There are lots of ways to obscure this, possibly to Reason why DRM doesn't work is the same as why you cannot safely verify that anticheat is running on the client. Serverside connection that gets verification that its "legit". Shouldnt be to hard to do, just need to be able to see things as i was the players client and getting info on zooming and > The anti-cheat needs to be client-side coupled with a So the only thing besides much better clientside anti-cheat (Easy Anticheat. The anti-cheat needs to be client-side coupled with a serverside connection that gets verification that its "legit". Because you would know if he has autotrigger or autofollow and any other aimbot mechanic that dont follow human behavior. Meaning i see when he zooms thats how i see it, and And not a crap version of looking threw someones eyes. Where i actually see what the player "sees". I would very much want atleest a better version of spectating even when spectating it is very hard to catch several "better" settings of aimbotting. You wont be able to do a "simple" solution serverside for aimbotting.