Games can be designed to prevent some forms of cheating: they can run the same code in all clients, so bugs and cheating result in synchronization errors (Wesnoth does this, with a server passing data and generating random numbers; Widelands does this too, using the same idea for replays), or even prevent clients from knowing data that they shouldn't without using a trusted server (mental poker: https://en.wikipedia.org/wiki/Mental_poker, I don't know if it's practically used, it's slow).
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