<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>snailmailman</author><text>To some extent though- the games &lt;i&gt;do&lt;/i&gt; need information about players that are behind walls.
In CSGO&amp;#x2F;CS2, even if you can’t see the player you can hear their footsteps or them reloading, etc. the sound is &lt;i&gt;very&lt;/i&gt; positional. Plus, you can shoot through some thin walls at these players. Even if they can’t be &lt;i&gt;seen&lt;/i&gt;.&lt;p&gt;I don’t believe server side anti cheat can truly be effective against some cheats. But also Vanguard is trash and makes my computer bluescreen. I’ve stopped playing league entirely because of it.</text><parent_chain><item><author>mrguyorama</author><text>The only reason wallhacking is possible in the first place is a server sending a client information on a competitor that the client should not know about.&lt;p&gt;IE the server sends locations and details about all players to your client, even if you are in the spawn room and can&amp;#x27;t see anyone else and your client has to hide those details from you. It is then trivial to just pull those details out of memory.&lt;p&gt;The solution forever has been to just not send clients information they shouldn&amp;#x27;t have. My copy of CS:GO should not know about a terrorist on the other side of the map. The code to evaluate that literally already exists, since the client will answer that question when it goes to render visuals and sound. They just choose to not do that testing server side.&lt;p&gt;Aimbotting however is probably impossible to stop. Your client has to know where the model for an enemy is to render it, so you know where the hitbox roughly should be, and most games send your client the hitbox info directly so it can do predict whether you hit them. I don&amp;#x27;t think you can do it behaviorally either.</text></item><item><author>gruez</author><text>How are you going to catch wallhackers that aren&amp;#x27;t blatantly obvious?</text></item><item><author>pvillano</author><text>imo anti-cheat should mostly be server-side behavior based</text></item><item><author>0cf8612b2e1e</author><text>On the plus side of this disaster, I am holding out some pico-sized hope that maybe organizations will rethink kernel level access. No, random gaming company, you are not good enough to write kernel level anti cheat software.</text></item></parent_chain></comment><story><title>The CrowdStrike file that broke everything was full of null characters?</title><url>https://twitter.com/jeremyphoward/status/1814364640127922499</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>anonymoushn</author><text>You may have players complain that when they walk around a corner, the enemy who they should be able to see immediately is briefly invisible.</text><parent_chain><item><author>mrguyorama</author><text>The only reason wallhacking is possible in the first place is a server sending a client information on a competitor that the client should not know about.&lt;p&gt;IE the server sends locations and details about all players to your client, even if you are in the spawn room and can&amp;#x27;t see anyone else and your client has to hide those details from you. It is then trivial to just pull those details out of memory.&lt;p&gt;The solution forever has been to just not send clients information they shouldn&amp;#x27;t have. My copy of CS:GO should not know about a terrorist on the other side of the map. The code to evaluate that literally already exists, since the client will answer that question when it goes to render visuals and sound. They just choose to not do that testing server side.&lt;p&gt;Aimbotting however is probably impossible to stop. Your client has to know where the model for an enemy is to render it, so you know where the hitbox roughly should be, and most games send your client the hitbox info directly so it can do predict whether you hit them. I don&amp;#x27;t think you can do it behaviorally either.</text></item><item><author>gruez</author><text>How are you going to catch wallhackers that aren&amp;#x27;t blatantly obvious?</text></item><item><author>pvillano</author><text>imo anti-cheat should mostly be server-side behavior based</text></item><item><author>0cf8612b2e1e</author><text>On the plus side of this disaster, I am holding out some pico-sized hope that maybe organizations will rethink kernel level access. No, random gaming company, you are not good enough to write kernel level anti cheat software.</text></item></parent_chain></comment><story><title>The CrowdStrike file that broke everything was full of null characters?</title><url>https://twitter.com/jeremyphoward/status/1814364640127922499</url></story>