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You'd still need a communication channel to the outside world that is available to the attack code/map or else it cannot exfiltrate the data it dumped.



In a multiplayer game where each of the peers is constantly sending the others data, that seems like a surmountable problem.


The map engine "executing" the map has no access to the network layer of the game; or at least it shouldn't.


what games don't have maps with manipulable objects that would need to have their state synced over the network? A barrel existing/having been exploded is one bit, the precise position of an object is quite a few more, etc.




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