Le Wed, 19 Dec 2007 15:10:38 +0100, Souvarine <[EMAIL PROTECTED]> a écrit :
> Jan Ciger wrote: > in that case the design evolved from a single player game, where the > weapon is a particle system and the individual particles cause > damage. when we needed to quickly make that a dogfight thing that > works over LAN, was simple and optimally efficient to keep the > client-side damage calculations, and currently trust is no issue > there. dunno if that is interesting also w.r.t p2p ideas. > > This will work until the first player connects with a hacked client > reporting vastly increased damage and ruins the game play for > everybody. This is precisely the thing you *do not* want to be on the > client or the client has to be locked down tightly (cryptographically > signed, closed source, etc.). Even then you will face cheating - see > games such as Counterstrike where various aimbots (most of them are > client hacks) almost wiped the scene until some countermeasures > appeared. > > For your example about client side computation of damage, wouldn't > it be possible to compute the damage on several clients and have > clients to verify if the result they get from other clients is good ? > > Player A is playing with a hacked client, it compute a damage of 1000 > HP instead of 10 HP as it should be, a good way to cheat. Player B > and C are playing on good client. Those clients compute that the > damage should be 10 HP, when they get a result of 1000 HP from client > A they both know that something is wrong. Then client B and C report > client A as a cheater to the server, the server ban client A. Another interesting possibility : if players A and B are fighting, let the player C do the computation. Ideally, player C should be as "independent" from player A and B as possible (e.g. he never met them before, he is far away,...). It does not really prevent cheating, but it makes it much complex since, for cheating, players A or B need player C agreement. Cordialement, Jean-Baptiste Lamy _______________________________________________ Soya-user mailing list Soya-user@gna.org https://mail.gna.org/listinfo/soya-user