Quote:
Originally Posted by Clenk~V.7
Sweet coordinates client sided so I can be immortal. The reason why most things are server sided is because anyone can get a hold of a ram editor and change things. What your actually suggesting is what gave us speed hack, wh bypass and a few others.
Now just because there is 2000 people playing on the server, you don't get updates for all 2000. You only get updates for the ones within 3ish screens away.
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he is talking about making the client into a p2p network
like this:
playerA [america] jumps from 100,100 to 110,110
playerB [america] gets event, verifies, accepts
playerC [america] gets event, verifies, accepts
playerD [america] gets event, verifies, accepts
playerE [america] gets event, verifies, accepts
playerF [america] gets event, verifies, accepts
(the 5 player verify is becouse there is a 5/IP client limit)
playerA [europa] jumps from 100,100 to 150,150
playerB [europa] gets event, verifies, denies [hack]
playerC [europa] gets event, verifies, denies [hack]
playerD [europa] gets event, verifies, denies [hack]
playerE [europa] gets event, verifies, denies [hack]
playerF [europa] gets event, verifies, denies [hack]
server gets 5 verifications, denies [hack] and disconnects the user
see?
the idea behind this, is that the clients do stuff instead of the server
and by letting all nearby clients verify it, the server dous less
problem here is it requires a p2p network, and that means getting trough the firewalls
so there would have to be a double system
1) direct client2client connections inside the p2p network
2) client2server2client connections to fake the p2p network
[second connection the server only relays packages, and not verifies them]
but the server would still have to verify people with less then 5 other players in range...
but, although hard to do..
adding a system like this, would increase the server capacity
combine it with the [much needed] recoding of the connection system..
and TQ could potentially change the groups into servers