Imagine that the client lags out for 5 seconds, then an update gets
through. From the tick before the update to the tick after the update,
the client moves 5 seconds * maxspeed. At a max speed of 320, that's
1600 units in less than a tenth of a second. How does the server know
if this is a speedhack or a lagging client?

Somehow it would have to average the speed over a period of time. How
far back would you have to check? How much processing time would it
take to check that far back?



On 6/8/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> On 6/9/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> > Jeff Fearn wrote:
> > >
> > > Clearly I am missing some fundamental understanding of how the lag
> > > compensation works because I don't get how you come to this conclusion
> > > from this scenario. Can you recommend a good discussion on lag
> > > compensation?
> > >
> >
> > Lag compensation basically allows the server to move everyone back in
> > time to the point when I fired my weapon to see if I hit anybody.
> >
> > That's how people can run around behind cover and still get killed by
> > somebody that they just hid from.
> >
> > The "multiplayer networking" tome does a pretty good job of explaining
> > this...
> >
> > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
> >
> > (scroll to the bottom, see the pretty pictures).
>
> hmmm I suppose what I need is a discussion of the flaws and exploits
> of such a system, because I still can't get how the server can allow
> someone to say I did this at tick 4000 and have the server process
> that at server tick 2000.
>
> I can see how exploiting lag compensation could allow you to speed up
> by a factor or two, but the hacks I have seen have been measured in
> magnitudes.
>
> "Let's say a player shoots at a target at client time 10.5. The firing
> information is packed into a user command and sent to the server.
> While the packet is on its way through the network, the server
> continues to simulate the world, and the target might have moved to a
> different position. The user commands arrives at server time 10.6 and
> the server wouldn't detect the hit, even though the player has aimed
> exactly at the target. This error is corrected by the server-side lag
> compensation"
>
> According to this it should be time based, if I speed up my comps time
> I'm sending commands from the games future, how the hell do these get
> processed when no one else is at that time?
>
> How would setting sv_unlag 0 affect a speed hack?
>
> Jeff
>
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