This is such a rudimentary question in game development that I don’t know how you can’t answer it. Mainstream server authoritative design has been a thing since 1999, and probably even longer when you look beyond Quakeworld.
All it takes is a few malformed packets from a script kiddie and then you realize you have to do distance checking and other anti-cheat functionality.
“Cheating” in gamedev doesn’t specifically mean there is a win scenario and you need to make sure people don’t shortcut that and play unfairly.
It means in this case that someone can’t connect to your server and transport their plane to another nearby player and wave it around in their flight path to annoy others while they spam chat to grief people for fun and to produce a YouTube video.
And those checks are pretty simple.