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In multiplayer game security, the most basic defence against cheating is which architectural choice?
ALocal-only with no networking
BClient-authoritative state with replication
CServer-authoritative game state
DPeer-to-peer with no validation
Answer & Solution
Correct answer: C. Server-authoritative game state
Standard online-game security: server simulates the world; client inputs only. Removes whole classes of cheats (speed, teleport, etc.) by construction.
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