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Reasons to not use "client: false" in move functions? #1202

Answered by delucis
TinyTakinTeller asked this question in Q&A
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Some games do not have secret state. For example, think of chess: all information about the game state is publicly visible to both players. client: false means the player has to wait for a server response to see the result of their action, so when it is OK to do so, calculating on the client is a snappier user experience because they get immediate feedback about their move.

In games with secret state (decks of face down cards, player state that is not visible to other players, etc.) then the move can’t run on the client, so that’s why client: false is needed.

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