On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Based on the quake code here is what the move command passes:
>
> BYTE 3 (means move)
> FLOAT time (Used to calculate lag, ping, and movement)
> ANGLE viewangle X
> ANGLE viewangle Y
> ANGLE viewangle Z
>
> // The next three are the velocity of the player
> SHORT forward_movement
> SHORT sideway_movement
> SHORT up_movement
>
> BYTE bits (for attack and jump)
> BYTE impluse
>
> "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."
>
> As martino wrote about HL2 lag compensation:
>
> " The extra lantency caused by lower update rates is part of the general
> client latency. The actual code uses timestamps send with the user commands
> to set the execution time. These timestamps are checked against the average
> latency and if they are within a valid range, these timestamps are used
> since they are more precise then the calculation as stated in the doc. We
> can't fully rely on these timestamps since "speedhackers" could alter them."
>
> It appears HL2 has some level of detection for this, just do not know to
> what extent.

Where did you get that from? Not saying you're wrong, just want to
read the whole thing :)

> "It would seem that if the client sends it's game time with it's packets
> then it really is trivial to stop speed hacks. It becomes very simple to
> calculate velocity/time and compare that to sv_maxspeed. It also becomes
> trival to simply ignore any packet from the future."
>
> sv_maxspeed is irrelevant. Calcs for maxspeed are already part of the
> velocity calculation and are correct. The key is the differences in the time
> stamps between packets compared to differences in real world time of when
> the packets arrived. If you compare the delta's of the message embedded
> times to the delta's of the real world times of when the packets arrived it
> should work (in theory). So if embedded delta's of the last two messages are
> 100 yet the real world delta's of when the packets arrived is 5 you would
> know something was up.
>
> The danger is a laggy player could appear as a speed hacker if you make the
> detection too sensitive (since network lag and UDP packet loss really do
> happen). So that leaves a window where some speed hacking will always be
> possible.

Two things, first wouldn't lagged players be sending you older
packets/times not future ones? Second, I think it should be up to the
server admin to choose to support HPB's if it's the main reason speed
hacks exist.

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