But what happens when the server check clashes with the client?
But how will it check tho?
Will it just ask, "hey client. What's your YOLOL code?", then the client could return a fabricated, but valid YOLOL code.
The server could try and run the same simulations as your client. And see if they match up.
But that's not a guaranteed way to find cheaters either, because of latency lag. And the client may even simulate something slightly different than what another client would. Or a server for that matter.
And that point, you're probably just better off simulating everything on the server instead.