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RTS servers - why does Blizzard go client side, if it's hackable ?

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Last Modified: 2014-08-08
Hi

Everybody knows I m making a Java RTS ;)
It is going okay. Except for keeping the game-state on the server.
Now I know why Blizzard puts the in-game-state on a client. It's the simple way. - You don't need to have a million machines available to handle servers for the number of global games. It's how my first RTS worked and it was relatively uncomplicated. I assume a server cant share a machine with another server? even if they have a working system not to clash ports?
It's impossible to have enough global computers to host all of the games that are played simultaneously. - Blizzard's decision to go client side.
Are there any RTS's out there that have an un-hackable client, that can host all the servers needed globally? How?
Why does Blizzard still go client side? All their RTS's are hacked insanely. Are my problems their problems?
Say my game spawns 1000 games, where do their servers exist?
Thanks
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Gary Patterson, CISSPExpert for hire: IBM i, AIX, Linux, Windows, DB2, Performance, Security. EDI
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James HancockSelf Employed

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I am maintaining the game-state on the server, in Java, so each client is only sent valid vision, - there is nothing to hack. That is what I mean by un-hackable. I need a venue that can run my Java server's code.
Do you know if any games out there do this? because I cant think of a way to spring up the server safely, especially if I have 1000's of global games. A client side server would be hacked silly, so I cant think of a place to house them safely. Would a server farm's server be practically the same speed as if it was on another machine in my office? slower? I know they cost a fortune. Are there second tier servers for modest projects like my Java RTS server? - That perform as well? How about these Java servers here?  
Thanks
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David Johnson, CDSimple Geek from the '70s
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