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How do I handle client sided packets?

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Been spending a lot of time figuring out how we send packets over the network. Right now since we are using Unity and a plugin called photon, we utilize the unity client to do so. In the context of our game, you create a lobby as the host, someone joins, and if you're savvy you could hack the client and send incorrect packets/false info.

How could something like this be handled without the use of a server side?


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