[MUD-Dev] TECH: Trusting Network Clients
Bruce Mitchener
bruce at cubik.org
Wed Aug 28 00:14:21 CEST 2002
Christohe Badoit wrote:
> My advice is to trust *no* client. No client should be able to
> tell the server it's player position or other characteristic. Else
> there will surely be cheating...
> IMO the client should only tell the server what it wants to do,
> and receive the info of it's new properties (position & co). Of
> course, it can predict the answer to avoid lag, but this is
> another problem.
Well, to be fully accurate, that should be "no client in the hands
of the user" ... since it is usual for a server cluster to have
compute clients and so on that aren't in the hands of the user and
exist as part of the server-side infrastructure. (Like clients that
manipulate weather patterns, or AI clients, or clients that do other
tasks not central to the main parts of the simulation itself.)
> You should take a look to the client-server structure of Arianne,
> an open-source mmorpg project (www.arianne.cx).
I don't see any online documentation or things like that on their
site ... would you mind posting some sort of summarization?
- Bruce
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