[MUD-Dev] Quake II has gone GPL

Nathan F. Yospe yospe at kanga.nu
Fri Mar 8 22:44:05 CET 2002


shren <shren at io.com> said:

> On Tue, 22 Jan 2002, Travis Nixon wrote:
>> From: "Vincent Archer" <archer at frmug.org>

>>> Those two examples show why "the character is on the server,
>>> there's not much players can do" isn't exactly right. There's a
>>> lot of cheating that can go in the client.

>> Yes, but both these examples of client side cheating (trading
>> items that weren't meant to be traded and moving faster than was
>> intended) were because they violated the prime law of online
>> games.

>> Never trust the client.

>> They took shortcuts without considering the consequences of those
>> shortcuts.

>> And thank you for the two fine examples of why "security through
>> obscurity" doesn't work.  :)

> You did a lot of snipping there.  Part of the text indicates why,
> for the sake of constant movement, the server has to let the client
> have some say over where he is.  It's not a short cut, it's a
> requirement.  Otherwise, in a 3d enviornment, you can only move as
> fast as the packet time.

Nah.  Client only gets to suggest, not insist.  If a client keeps
telling you the character is moving twice as fast as the server's
maximum, what does that tell you?  Bounce the client back!  Where
does that leave the player, with a hacked client that refuses the
correction?  Out of synch and effectively hallucinating.  There's
an interesting bug that develops when the asynch is honest (which
happens, true, but not much if you handle it right)... a bouncing
behavior for the client-side character representation as it moves
out of synch and resynchs.  Generally, this can be fixed by using
a speed up / slow down resynch correction...

--

Nathan F. Yospe -  Programmer, Scientist, Artist, JOAT with a SAK
yospe#kanga.nu   Home: nathanfyospe#mac.com  Work: nyospe#a2i.com


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