Tier 4
Series 305
305D: The Authority Check
"Rule #1 of Multiplayer: Never trust the Client. If you let a player tell the server "I picked up the coin," a hacker will tell the server "I picked up 1,000,000 coins." A Navigator enforces Server Authority."
The Concept: Server Authority
The Server is the referee. It decides what is true.
* **Client:** "I want to open the chest." (Request)
* **Server:** Check distance. Check if locked. Open Chest. (Validation)
* **Client:** See chest open. (Result)
* **Client:** "I want to open the chest." (Request)
* **Server:** Check distance. Check if locked. Open Chest. (Validation)
* **Client:** See chest open. (Result)
Red Flag Detected
The AI Trap: "The Trusting Server"
You ask the AI: "Let the player open the door."
// AI-Generated Code: Insecure
void OpenDoor() {
// Audit Fail: Any hacker can call this function anytime.
// They can open doors across the map instantly.
doorState.Value = true;
}
This is "Client-Side Trust." It ruins the game economy and security.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Navigator's Correction
Corrective Protocol
// Corrected: Trust No One
[ServerRpc]
void OpenDoorServerRpc() {
if (Vector3.Distance(player, door) < 2f) {
doorState.Value = true;
}
}
Your Pilot Command
> A skilled Navigator directs the AI to Validate.