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prevent cheating #6

@max-mapper

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@max-mapper

I realized that the current implementation as of today is an attempt to do server side physics / client side predictions in such a way that any invalid inputs (e.g. cheating) on the client side would be immediately corrected by the server

It dawned on me that this approach is really hard and that for the v1 of voxel-server it should trust the client more which has the tradeoff of allowing cheating but on the other hand drastically simplifies the amount of code/banging your head against the wall needed to get a fun multiplayer server experience going.

Cheating isn't actually a big concern of mine now that I think about it -- in minecraft you don't really attack other players, the emphasis is on editing voxels in the world.

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