This is the big thing about "cheating" and "hacking" in (multiplayer)games. Data that comes from the client (and sometimes even the server) can never be trusted.
Think about a "teleport hack" in a shooter game. Your client is sending your players new position to the server, as soon as you move. If you want to cheat, you can simply manipulate your client to send the coordinates of the position you want to teleport to.
Now there are two possible outcomes:
1) The developers did not care about cheaters, when coding the server side application. The server accepts the new position, although it is impossible that your client moved to that position since the last position update.
2) The developers were smart and wrote an intelligent server. Before accepting the new coordinates, the server validates if it is possible that your player moved to the given location since the last update. If it is, the server accepts it. If it is not, you get banned for the next 1000 years.