I don't know enough about 'real time' netcode for games. However I have read several HN articles over the years so I've got at least a basic understanding. Why can't the servers distrust the clients? What should a 'client side anti cheat' actually prevent? The way I think I'd tackle such things is to have multiple copies of each character model moving in different locations and different ways. Such that trying to spy…
Sending copies of fake character data isn't a thing because there eventually has to be a flag that tells the client to not render that character that the client hack could simply read. It should be clear that servers already do not trust the client, they do many checks hence you don't see teleportation hacks in games like Counter strike or Valorant. There used to be cheats in the counter strike games like "nospread"…
The important reason I suggested MULTIPLE clones of a character and only forking new paths off of existing characters in the world is that it should eliminate any information oracle about which of those is the real character.