remove the player from the game. In some P2P games, it can result in all players lagging or being disconnected from the game. Simpler methods are firewall or router rules that apply bandwidth shaping and network latency, a cheat is able to adjust limits on both bandwidth and latency to stay relevant to a P2P network yet have considerable advantage over other players. Look-ahead Look-ahead cheating is a method of cheating within a peer-to-peer multiplayer gaming architecture where the cheating client gains an unfair advantage by delaying their actions to see what other players do before announcing its own action. A client can cheat using this method by acting as if it is suffering from high latency; the outgoing packet is forged by attaching a time-stamp that is prior to the actual moment the packet is sent, thereby fooling other clients into thinking that the action was sent at the correct time, but was delayed in arrival. A partial solution is the lockstep protocol. World-hacking World-hacking is a method or third-party program that enables a user to exploit bugs and to view more of a level than intended by the developer. A common aspect of real-time strategy games is the player's partial limitation or complete inability to see beyond the visibility range of individual game objects that are under their ownership (typically units and structures); this concept is controlled by a mechanism known as the fog of war. World-hacking usually enables the user to bypass this mechanism, either by removing it entirely and/or by rendering objects through the fog that would not normally be visible. In multiplayer modes, this allows for a distinct advantage against the other players who are subject to the intended settings. The advantage gained can be substantial, especially for the average real-time strategy games that rely on the rock paper scissors dynamic to balance out individual objects' varying strengths and weaknesses. World-hacking may also allow a player to see through solid or opaque objects and/or manipulate or remove textures, to know in advance when an opponent is about to come into targeting range from an occluded area. This can be done by making wall textures transparent, or modifying the game maps to insert polygonal holes into otherwise solid walls. This variation is commonly known as a "wallhack" since it basically allows to the player to see enemies through walls. World-hacking relies on the fact that an