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The most obvious problem is probably that it's way easier to develop bots/cheats for those games.

Since I'm currently developing a WebGL game I'm actively searching for ideas to detect that behavior.

The only solution I can think of is, to capture any data with timestamp coming from the client and applying some tests to it like "is the client sending more messages than a normal client" or more advanced: sending the input through a statistical filter to detect possible cheating and investigate from there on.

Sounds bloody hard!

It might be an idea to think about the actual mechanics of the game once you've come up with a possible solution so that the game itself doesn't invite cheating behaviour or at least makes it easier to detect. i.e. Making it physically impossible to shoot faster than a specified rate or move too quickly/accurately, etc.

Good luck!

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