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The server holds the last game state, so when a user wants to upload a new game state, the server can check the difference (i.e., what the player did). Then, it either approves this changes or rejects them (possibly due to a hacked client). Note that this requires the server to simulate the whole game logic including mods -- so it's a) resource-consuming and b) more complex to do. Therefore, this might only be enabled for self-hosted servers where resource constraints are no problem (but this could be evaluated separately).
The server plays every AI move. Currently, this is done by the players (the clients) implicitly. Note that this anti-cheat step is pointless without also having step 1.
This is far away on the road map, if we want to do it at all.
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This is far away on the road map, if we want to do it at all.
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