Online Game client computing server Verification
For example, when two people compete, both parties calculate the process of attacking the blood and the two servers agree.
If they are inconsistent, the server will re-calculate it and punish the attacker.
If both are incorrect, but the results are the same, the server also accepts the error.
If there is a random calculation, the client gives the range of results, and the server takes the random number.
For calculation involving multiple parties, all parties concerned should calculate each other.
If 3rd people bet on two primary keys, the bet must be calculated.
The client only calculates the result that can be determined, and the uncertain result can only be calculated by the server.
For example, in a shooting game, the client cannot determine whether to hit the game. Therefore, the server should determine whether to hit the game.
The server should be random.
(Jinqing's column)