Have a dig around in CBasePlayer::PhysicsSimulate() to see how it runs
the player commands (#2779 of /dlls/player.cpp). It only runs the
physics once per frame. Increasing the number of commands per packet
won't change this...

On 6/5/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> On 6/4/05, Teddy <[EMAIL PROTECTED]> wrote:
> > I don't think you can speed hack by increasing your cl_cmdrate.
>
> Of course not, simple maths would lead anyone to that conclusion.
> Client sends X packets a second with Y commands per packet. If you
> double cl_cmdrate you get X*2 packets each containing Y/2 commands.
> The number of packets changes but the number of commands per second
> remains the same ... or at lest pretty damn close.
>
> > Check out this bit of networking doco valve published recently:
> >
> > "The client creates user commands from sampling input devices with the
> > same tick rate that the server is running with. A user command is
> > basically a snapshot of the current keyboard and mouse state."
> > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
>
> Unfortunately you didn't quote the most useful part of that paragraph:
>
> "This means two or more user commands are transmitted within the same packet."
>
> Increasing cl_cmdrate would decrease the number of commands contained
> in a packet as the packets get sent more often.
>
> > So sending more snapshots is still only telling the server you're
> > holding down the forwards button. And the server dosen't add your
> > velocity every time it gets the user commands, it does it once per
> > server frame.
>
> I believe this is wrong, if it were right, there would be no client
> side speed hacks. Assuming the server processes one packet per tick
> (we don't know this, the document does not say this is so, it may have
> a buffer of packets and process all packets in the buffer), each
> packet can contain multiple commands and each and every command in a
> packet will get processed by the server. By increasing your packet
> rate or increasing the number of commands per packet or combinations
> of both, you will be able to speed hack the server.
>
> This is how most of the hacks appear to work, they speed up the OS and
> send more packets per second and keep the commands per packet the
> same. The server processes these extra packets and the cheater gets to
> speed.
>
> What I'm suggesting is that the admin be able to set how many client
> commands the server should process per tick and that any extra
> commands for a player be dropped or use every X command to get a
> spread of commands from those supplied. e.g. if the max commands was 5
> and the client sent 10, 10/5 == 2 so every 2nd command would be
> dropped.
>
> I await the appearance of the Valve team with their dreaded guns of
> "we know what we are doing sonny" to shoot me down in flames as this
> appears way to damn easy ;)
>
> As I said to a boss once "If it appears easy, you just don't
> understand the problem well enough!" :P
>
> Jeff
>
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