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Old 07-18-2009, 12:56   #1
isti37
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Flooding algorithm in Conquer Online

The game as it is it's laggy because almost everything you do is sent to the server, checked and you receive a response.
If the programmers are smart enough they can invent a flooding algorithm for conquer online which would send the cordinates of each player through other clients. So each player would become a movement/location/skill check server too.
And the server would check only the items, monsters, trades, login and those type of things. The other things which can be checked between other players could be sent encoded within clients. So if there are 2000 people playing on the server you will still have like 50 ping. Because 50-100 people will play in America near the server, they will send 20000 connections in other areas in America and the other people will make more millions of connections around the world. And if you play with a decent internet speed you will share the connection through other clients. And because the world is so big you could just share your movement through 2000 clients and each client would receive your fb or jumping without delay if they got a decent connection. Each client would check the others and conquer will be able to run smoothly without charging the server with the movement checking and other features. This could be a great innovation for MMORPG's , the unimportant data could be flooded through players and the server would just check every 10 minutes if a player has made something illegal and automatically ban him.

Same idea as with torrents, the difference is that you will send only the not so private data to the other clients. The things which can be delayed will be checked by the server.
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Last edited by isti37; 07-18-2009 at 13:00.
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Old 07-18-2009, 14:01   #2
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Quote:
Originally Posted by isti37 View Post
The game as it is it's laggy because almost everything you do is sent to the server, checked and you receive a response.
If the programmers are smart enough they can invent a flooding algorithm for conquer online which would send the cordinates of each player through other clients. So each player would become a movement/location/skill check server too.
And the server would check only the items, monsters, trades, login and those type of things. The other things which can be checked between other players could be sent encoded within clients. So if there are 2000 people playing on the server you will still have like 50 ping. Because 50-100 people will play in America near the server, they will send 20000 connections in other areas in America and the other people will make more millions of connections around the world. And if you play with a decent internet speed you will share the connection through other clients. And because the world is so big you could just share your movement through 2000 clients and each client would receive your fb or jumping without delay if they got a decent connection. Each client would check the others and conquer will be able to run smoothly without charging the server with the movement checking and other features. This could be a great innovation for MMORPG's , the unimportant data could be flooded through players and the server would just check every 10 minutes if a player has made something illegal and automatically ban him.

Same idea as with torrents, the difference is that you will send only the not so private data to the other clients. The things which can be delayed will be checked by the server.
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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Old 07-18-2009, 14:54   #3
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Quote:
Originally Posted by Clenk~V.7 View Post
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.
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
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Old 07-21-2009, 10:48   #4
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This would be great for atleast Guild Area, but I don't think TQ has got programmers good and cheap enough to do a good and very efficient algorithm.
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Who needs fastblade ? I have Twofold Blades
Who needs superman ? Fatal strike is way faster.
Who needs poison blade,tornado ? I have toxic fog and poisonous shuriken !
Who needs reflect ? I can do a counter kill faster than a blink of an eye.
Who needs dodge ? It's a waste of a skill ! I like to bane the archers and make them run to their mommies.
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Old 07-21-2009, 11:10   #5
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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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Old 07-21-2009, 12:10   #6
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It does not work on other games I play

Ever find time to try the game S4 League, it uses a system like this! If another client has poor internet, then they become impossible to harm, and it even has small affect on those around them!
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Old 07-21-2009, 13:07   #7
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Quote:
Originally Posted by Clenk~V.7 View Post
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?
no you cant, all players in range would get the package..

if the server dous not get a verification from all users in range, then it KNOWS something is wrong....

but TQ prolly sucks at coding such a system, but if it was created, the stress on the servers would be a lot lower
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Old 07-21-2009, 16:17   #8
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Quote:
Originally Posted by kvdk View Post
no you cant, all players in range would get the package..

if the server dous not get a verification from all users in range, then it KNOWS something is wrong....

but TQ prolly sucks at coding such a system, but if it was created, the stress on the servers would be a lot lower
Actually you posted what I wanted you to. So the complaint was a laggy server to begin with so you decided to flood hundreds of times the packets to the server. Isn't that counter productive? Well I guess you would be ahead of the server since the server wouldn't be able to keep up with everything. You could pull someone forward 2-3 jumps instead of pulling them back.
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Old 07-22-2009, 14:44   #9
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not laggy to me although i never bought a a db and i dont have a good comp or internet
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Arguing who's the most skillful pirate lol. Whats next, most skillful Assassin? or maybe even Fire tao.
^ sums up co pretty much
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Old 07-22-2009, 14:44   #10
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not laggy to me although i never bought a a db and i dont have a good comp or internet
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Quote:
Originally Posted by jinks View Post
Arguing who's the most skillful pirate lol. Whats next, most skillful Assassin? or maybe even Fire tao.
^ sums up co pretty much
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Old 07-22-2009, 14:50   #11
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Like the suggestion, biased poll.

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