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Old 07-21-2009, 11:10   #5
Clenk~V.7
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Quote:
Originally Posted by kvdk View Post
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
It still doesn't mean it will work. I can setup 5 computers and force the packets to go to those 5 computers and I would still be invincible. There is a reason why everything goes to server for verification. Besides console games, rarely does anyone do anything like this because on pcs it is easy to manipulate things. And do you really want people knowing your IP?
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