Wrong perspective. If you ship too much information down to the client the user will use it to know things they shouldn't. Google "wallhack". The stream up to the server will bear no overt traces of cheating.
You can make it harder to do (Blizzard's Warden, Valve's VAC) but people will get around any technical barrier you put up.
Fog of War (maphack) would be a more apt example, you only send the client what it is possible for them to see. Speed hacks are another that can be stopped, the client asks the server if it can move X units, the server responds with how many units the client moved.