Networked games require the use of client-server architecture [1]. The servers typically handle multiple clients [1]. This setup has the potential induce several network oriented issues and vulnerabilities.
Violating the conventions and standard practices while distributing the tasks between the client and the server to deal with the latency or minimize resource usage may leave vulnerable loopholes for exploitation and cheating.
This can be avoided by adhering to standard practices while distributing the tasks between client and server. The tasks that concern to inputs and changing the visuals should be done on the client while the server should solely be responsible for managing the game state and the logic.
Consider the example from the post 29384 where the developer wants to implement physics and AoE spells in a massively multi-player online game. The servers lack enough capacity and may cause lag. However, to overcome this issue, the calculations should never be performed on the client side. Instead, techniques such as simplified meshes, bounding boxes, optimizations and having players host their own servers should be used.
[1] W. tong Cai, P. Xavier, S. J. Turner, B.-S. Lee, A scalable ar- chitecture for supporting interactive games on the internet, in: Proceedings 16th Workshop on Parallel and Distributed Simulation, IEEE Computer Society, 2002, pp. 60–60.