Hi I have a question on the server api and the client api.
First of all, as I understand it,
Client api is used in Unity, (c # file of project)
The server api is in a cloud script or a dedicated game server
(I don't understand this too. If there is a good solution like cloud script, Why create a dedicated server from the ground up?)
The difference between these two apis is the cheating prevention,
and whether or not to check the validity,
After all, server api also calls server api of cloud script through executecloudscript in Unity Client.
For example, i understand like this, someone maliciously invokes clientapi.addtovertualcurrency on the client multiple times and versus exploit unjustly multiple calls to the executecloudscript function.
How is cheat prevention possible in this case?
ps.
I've been studying with this link https://api.playfab.com/docs/tutorials
The tutorial seems to have been renewed.
Do I have to study new? Some code seems to have changed ...
Do you have to study again with this site?
https://docs.microsoft.com/en-us/gaming/playfab/?#pivot=documentation&panel=playfab
I studied things other than the new entity object (playerstatistic..etc)
Should I change my project to the entity concept?
The documentation says that we recommend using the entity feature.
thanks all