Everything that the player sends to the server makes his Input. In this way all the meaningful events in the game occur on the server, for example a bullet shot, to prevent any dishonest activity. In this way, the possibilities for cheating are anrrowed down to using aim-bots, using wallhack and recoil compensation with help of mouse macros. Such cheating attempts we are going to prevent by using third-party software to prevent injection into the address space of the game process. For wallhack we plan to use more precise methods of culling invisible surfaces, so as to make the players who really cannot be seen do not get drawn at all. On top of that, we are going to check the game resources, so one couldn't make artificial holes in walls to deceive the engine and make it draw the players nevertheless. The ideal solution, of course, would be not to send the information at all about other players who definietly cannot be seen from the client's side, but this requires varios actions to be undertaken on the server side, which in turn, increases the load on it considerably. Currently we are not yet ready to tell if such a solution will be applied in the game, as we are only experimenting with it. As far as the high ping is concerned, we have solution both on the side of the client and the server. On the client side we always use the last input we received from the server. In this case, if theres is some pause, the player will not be standing still, he'll be taking some actions. In case later on a correction from the server comes, he is also not going to instantly move or drastically change the direction of movement. We try to compensate such sort of lags with animations. I.e. we can speed up the animations a bit for the player to reach his destination quicker. In any way, it's not going to be a mere sliding over the surface. The server also provides for compensation of possible lags from the side of the client, which boils down to the server taking into account the time at which the player creates certain events. For example, if the player with high ping sends the information that he is going to shoot in the near past, the server rewinds the positions of other players back into very time in the past and after that the bullet shot is fired. In that way a player with high ping can kill a player with log ping, even if the latter has already turned around the corner on his computer.
Techniczne info nt. działania trybu sieciowego w pewnej grze
Techniczne info nt. działania trybu sieciowego w pewnej grze
Piszę zapowiedź tej gry i nie do końca jestem w stanie zrozumieć tę część wypowiedzi z dziennika developerskiego. Mógłby mi ktoś to przetłumaczyć lub przynajmniej z grubsza objaśnić?
"Jak dobrze wiesz szaleństwo jest jak grawitacja. Wystarczy lekko pchnąć... "
~Joker
~Joker
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Re: Techniczne info nt. działania trybu sieciowego w pewnej
Dodaj cały dziennik jako załącznik. To może rzucić trochę światła na ten tekst.
Re: Techniczne info nt. działania trybu sieciowego w pewnej
"Jak dobrze wiesz szaleństwo jest jak grawitacja. Wystarczy lekko pchnąć... "
~Joker
~Joker
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