[MUD-Dev] TECH: Trusting Network Clients

Christophe Badoit tof at tof2k.com
Fri Aug 30 00:25:53 CEST 2002


On Thu, 2002-08-29 at 10:17, Fox McCloud wrote:
> Tof wrote:
 
>>   At no time, the client sends "the player is now at position
>>   5,5".  Instead it sends "the player is wanting to go to
>>   position 5,5". And the server sends new perception to say
>>   "player is now at 5,5", and any perception needed to update the
>>   view.
 
> That's the way I'm planning to do. However, this will still leave
> the calculations in the 'enemies' hands, but I don't really care
> about someone knowing 0.2 seconds sooner what damage he'll get ^^*

Well, i don't think it's a problem that client can do
calculations...  actually it's good, it helps preventing lag by
predicting result.

I played 2-3 weeks 'the 4th prophecy' game, and a friend, lauching
it on two computers at home noticed that both views were not
identical. For exemple, the two characters were not oriented in the
same direction.

It seems that server doesn't care direction, only position... or
maybe direction is not broadcasted over concerned clients, but is
computed *by* client, depending on the character movement.

I suppose it's something to think about, what is really important to
view from the client ?
  
> I think the original question is solved very well, thanks again
> for everyone's input. Um, feel free to continue the discussion
> anyways

Well almost everybody agrees about the fact than client must not
take any decision ^^
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list