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 > > _______________________________________________ > 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

