

Not really. Games have very similar security implications as any other server/client software.
You are right now reading on exactly such a system, which is open source, and still you don’t see massive amounts of hacks targeting lemmy or piefed.
The premise is simple: Never trust the client. The border you have to defend isn’t the border between the client software and the user, but the one between the client and the server. Always treat the client software as compromised.
In terms of games that means:
- All game state calculation happens on the server. The client sends to the server what it wants to do, the server sends what happens. So instead of the client sending “The player is now at position XY”, it sends “The player is walking forwards”. The server calculates the speed, distance and new position and returns that to the client.
- The server only sends the client things the player should know. If the enemy unit is not visible, it is not sent to the client.

What an incredibly clickbaity title.
According to the article, the server wasn’t hacked at all, but the client.
“Hacking” it also didn’t harm the server operations at all, instead it just made some custom assets and modding tools available to other modders.
And these other tools were originally obtained by the community server admins by hacking the original official servers.
It also wasn’t done because of a “primeval grudge”, but because the “hacker” thought that everyone should have access to these tools.
Seriously, why would anyone apart from the custom server admin have an issue with what happened here at all?
And what did the author of this article smoke?