[MUD-Dev] Quake II has gone GPL
Joshua Judson Rosen
rozzin at geekspace.com
Tue Mar 5 12:16:45 CET 2002
On Thu, Feb 28, 2002 at 11:31:18AM -0600, shren wrote:
> 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.
> 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.
The server can still do validation of client-originated data and
take accordant action if it looks bogus, like:
The client says that the character just moved 1 mile in 2
seconds, on foot, without any super-speed or teleportation
abilities. That looks bogus--reset his position to something
sane and alert the client.
... right?
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