On 6/8/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeffrey "botman" Broome wrote:
> >
> > Use the source Luke...
> >
> > src\game_shared\usercmd.h (see the "CUserCmd& operator =" function)
> > src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions)
> >
> > UserCmd is what's passed from the client to the server when a client
> > moves, jumps, ducks, fires weapon, etc.
> >
> > Any magic that happens will happen in side there.  :)
>
> Doooh!  I hit "Send" to quick.

Two mistakes, you are HUMAN! ;)

> You'll notice that "forwardmove" and "sidemove" are 'floats' so I was
> wrong.  The total amount of movement is passed from the client to the
> server saying "I've moved THIS much during the last tick.".
>
> Now it becomes obvious how sending packets with "I've moved X amount
> during the last Y seconds" can cause the player to move faster than
> normal on the server if the client lies about how much the client has
> moved or how long/short the time interval was.

It still is not obvious, to me at least, why solving or at least
highly limiting the spoofing of this is difficult.

I don't have the SDK at work, so I can't check anything atm, but I am
still working on HL1 so I'm wondering if there has been any major
changes to the networking code for HL2. I think it's at least as
spoofable as people seem to have similar issues.

Jeff

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to