   Worms server logic
  Hi all, I have a quick question about the decision making logic of a multiplayer game like worms where hit detection is pixel based. My main question is where is the best place to place the logic of terrain hit detection for the game so that users can't decompile and cheat. The client is written in flash AS3 and the server is written in Java.What I'm worried about is that if I let the client decide where it can walk the user can simply decompile the game and hack it so they can cheat. So to avoid this I can only see 2 routes but they both have bad cons that I can see.1. Let the server tell the clients if they can move in a particular direction if they attempt to. The con is that I will have to load the map for every game that may be taking place and perform all the collision detection stuff server side. After a few hundred games being played at the same time I think this could be over kill especially since the server is written in java. Also the difference in results when destroying the terrain between flash and java.2. Let the clients decided but before the character moves the other clients have to agree with the client trying to move. This could be a message overload for the server if every person has to ok every step in the game.Has anyone dealt with this before and how should I do this? I've been thinking about it for a while and cant figure out the best way to do this.Thanks   
  In general, making the decisions on the server is preferred. You'll just have to send the results from the Java to the Flash to make sure everyone is in agreement.   ;  So the only real way to calculate terrain hit tests server side is to load in the map bitmapdata right? I just want to make sure that's not an overkill method but I don't see how else to do it :)Thanks   