So I know gamesparks does not support real-time updates, I can however make multiple calls through out. So I will post my issue and maybe someone can shine-in and help me find a solution with what gamesparks can in fact do. (Cloud code etc).
We will focus on something simple such as GameScore which is calculated based on Distance/Time now I can simply record the starting player position on gamesparks/cloud-code but then the hacker can simply set the final position or the time. How do I go about recording player-position/ time in a realistic manner in this scenario?
Coming from UE4 we would simply calculate everything on the server, and call an RPC to get the final score etc, but from what I understand GameSparks can't actually host the game (hence we cant use basic UNITY Networking). Mind you this is a client game, but the scores are hosted on leaderboards when they log into facebook/gamesparks. The score is unique to each user (by retrieving data from gamesparks), else it will use player-prefs.
So what are my options here? even if I make multiple calls, the user can simply change the position at any time.
1. I can make a max traveled distance per second on cloud code, and do a final calculation at the end. But there are speed-boosts and blink-portals in the game so it can lead to miscalculations.