As far as opengl hacks are concerned, the hacked game is executing exactly the "correct" calls, plus some the game itself doesn't know about. So even with the scenario from your "perfect idea", the game would still execute the correct calls, and the hack would add some of it's own, like disabling depth-testing, coloring models, drawing esp and so on.
What you would have to check is the exact call-path of every opengl function, and compare that to what a clean machine calls. This is unfeasible for various reasons: - It would impose heavy overload on the client - models for example consist of a lot of vertices, each results in a opengl call - A hack doesn't necessarily call the opengl functions exported by opengl32.dll, it may as well call the driver directly, so you'd have to add trace support for every driver - Almost all drivers use different implementations of the function calls for different situations, like first vertex, 2nd and following vertices, current shade model, and so on, so even if you traced every possible driver (nvoglnt.dll, ati equivalent, wickedgl, ...), you'd also have to consider every possible optimization. Nvidia's nvoglnt.dll calls gl fuctions itself, for example if you issue a glColor after an glBegin (or some other basic functions, I don't remeber the two I stumbled across some weeks ago), probably to adjust to the new state of the opengl machine What I want to point out: it may be (theoretically) a good idea, but it's never going to work. Kind regards, Dominic On Mon, 24 May 2004, tei wrote: > > Here is pic > http://telejano.berlios.de/option/anticheat1.png > > the perfect idea is to generate all opengl calls, but store and not draw. > then send the whole data has a array to the client. the dumby client > will render the whole stuff. > > the perfect idea is imposible, has you need infinite bandwidth and zero ping > > the un-perfect idea is to generate the data ALSO at clientside, and send > a hash of the data from client to server, then the server will send a > auth code if the hash of the render data on server side mach > > the un-perfect idea is ugly because client is fat, server is fat. the > server will need much more horsepower to GENERATE the opengl calls for > all players, but not so fat... will not need a video card, has not need > to draw anithing, only to pretend so. > > its also ugly because to hash mach, is need to use the same exact > eyecandy setup on server and client. If the client active "rain", the > server will need to active rain, ..so server is need to be aware of > eyecandy options on client. > > What people think about this idea? > > --Tei > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

