At 05:41 PM 4/14/2009, Bruce Potter wrote: >Howdy all, >I'm giving a talk at a conference this weekend on game servers. >Basically focusing on the technology behind them, how to secure them >(both from cheaters/griefers and from actual dedicated attackers), the >culture around running servers, and whatever else I have time to cover. > >http://www.notacon.org/speakers.html#Potter > >has more info on it.
Interesting idea.. Here's my 2 cents on it. - Cheating is something that can't be completely solved. The only way to stop cheating is stop people form reading/writing to memory - Mangling your code is decent, but not to someone who can read assembly faster than c. - There are no standards due to the IP that gameservers have in them. Personally, I think ALL games that are multiplayer, should have their code ran through something like coverity prevent. It doesn't solve all problems, but it catches a majority of them. Nowadays you just hope your game is shitty enough that nobody wants to bother cheating in it (SOF 3: Payback is an example of a shitty game) :-) G. "Monk" Stanley <gary at summit-servers dot com | gary at DragonflyBSD dot org | gary at cpanel.net > http://leaf.dragonflybsd.org/~gary "There currently are 7 different ways to get time from a computer. All of them can't agree on how long a second is supposed to be" -Me _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux