Could a serversided anticheat lag a 50 player server?

I have been working on an Anticheat for a game I work for. It does some raycasting and calculating and it does it’s checks every 0.25 seconds. I am very confident that this stops the most commonly used exploits.

Could this lag a 50 player server? And is there a way to test it alone?

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it may do to many people in a server for once like over 100 players if you remember that how laggy it was so that is that s it realy can be laggy with 50 yes

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I suppose you could loop it 50-100 times a second and watch what happens.

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I tried initiating the anticheat 50 times on my character ingame and there seems to be no lag. Is this test reliable or should I try a different method?

Test it with 8 characters I guess or get a bunch of mates in a game. 50 (players) with ray casts serverside to serverside 4 times a second does seem excessive though jut to prevent some exploit. Perhaps you can rearrange the code so the exploit can’t happen.

Possibly, depends on what it does. If you’re concerned, use actors and parallel threads.

I have never used actors but I did some research about them.

Currently, the Anticheat is just a module with the function Anticheat:Init(character).

Should I turn this module into an actor or create an actor for each character?