I am writing a game client/server. I use Artemis-odb and Netty to handle entities and networking. Each registered player is assigned an auto increment ID from the database. This ID is associated wth every client/server event.
I want to prevent the client from easy ID spoofing to stop account hijacking. In theory, what is the best practice to prevent this?
The game/client does not use UUID, but could if this is the best option.
Thank you!