Yea, that's definitely an issue.. but if the server did some checks on 
his end, the server can see if the updates were "valid" or not and 
basically just ignore the invalid updates or do something accordingly.
Like if the client sent an update that he was at position X, and then  
half a second later, he is at position Y (which is like halfway across 
the map), that could raise a red flag.

Client side physics objects are interpolated.. other players are 
interpolated..
are you sure server side physics objects are interpolated?  God, I gotta 
go install hl2dm and play with the gravity gun...

Saul Rennison wrote:
> All objects are interpolated I think... the problem is the client
> could send bogus origins and result in hacking. Never trust the
> client!
>
> On Sunday, January 24, 2010, Minh <minh...@telus.net> wrote:
>   
>> We actually managed to do a vehicle implementation that made the
>> controls strictly client authorative. Basically, the driver of the
>> vehicle gets his own vphysics object created and he controls it on his
>> client machine, and passes the origin and angles to the server.
>> The server then passes that info to the rest of the clients.
>>
>>     The result is perfectly lag free controls for the driver. The only
>> hitch is, since the client is the one actually moving the vehicle,
>> vehicle collisions become a problem. In our first implementation, when a
>> vehicle ran into another vehicle, it would stop dead in its tracks.
>> There was no collision forces being imparted on either vehicle. We
>> managed to come up with a hacky method to fix this but it didn't result
>> in the most realistic collisions.
>>
>>     Another problem we encountered was that there was no interpolation
>> going on for the other players, so when they saw the vehicle moving, it
>> wasn't smooth. I'm not sure if this is a problem inherent in the Source
>> SDK though.
>> When you take a server side physics object, and throw it, do all the
>> clients see it move in a smooth fashion? The object's position is
>> getting sent to each client at about 10 updates/sec (in a best case
>> scenario). There is no interpolation going on between each update, so
>> the object would exhibit a slight jerkiness. Maybe we broke something in
>> our code but I think this is something the SDK didn't do properly
>> (interpolate server-side vphysics objects).
>> I think I need to go play HL2DM and throw a toilet around...
>>
>>
>> Matt Hoffman wrote:
>>     
>>> I take it that it would be a lot of work and take a skilled programmer to
>>> re-write prediction for the vehicles to put more of it client-side?
>>>
>>> On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris
>>> <char...@resrchnet.com>wrote:
>>>
>>>
>>>       
>>>> Here is a page which has needed fixes:
>>>> http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes
>>>>
>>>> It fixes vehicle view jitter, but there is no true prediction because the
>>>> vehicle movement logic only occurs on the server. So in a high latency
>>>> situation players will experience the vehicle taking some time to respond
>>>> to
>>>> input.
>>>>
>>>> Chris
>>>>
>>>> -----Original Message-----
>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm
>>>> Sent: Saturday, January 23, 2010 5:04 PM
>>>> To: hlcoders@list.valvesoftware.com
>>>> Subject: [hlcoders] Vehicle View Judder
>>>>
>>>> Hi,
>>>>     Whenever you use vehicles in hl2mp, the view in them is all out of
>>>> synch, "ghosting/juddering" are the best terms I can think of.
>>>>     Now I originally wasn't going to ask this because in ShadowSource it
>>>> wasn't *too* bad, it jumped around but it was *just* bearable. However
>>>> todays test game had vehicles in, and while we have changed no code related
>>>> to either views, cameras or vehicles - the view judder was awful. It was
>>>> like the advisor barn scene where your screen is shaken everywhere, and it
>>>> really was terrible to look at (and very hard to drive as you couldnt judge
>>>> very easily which direction was forward).
>>>>    So I'm wondering if anyone knows how to sort this so the camera is
>>>> properly locked and doesn't bounce around so much in vehicles.
>>>>
>>>>     Thanks,
>>>>                Chief.
>>>> _______________________________________________
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>>>>
>>>>
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>>>>
>>>>
>>>>         
>>> _______________________________________________
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>>>
>>>
>>>
>>>       
>> _______________________________________________
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>>
>>     
>
>   

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