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To: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Cheating
From: Christian Knoke <chrisk@xxxxxxxx>
Date: Fri, 25 Apr 2003 19:45:01 +0200

On Fri, Apr 25, 2003 at 06:17:38PM +0200, Reinier Post wrote:
> On Fri, Apr 25, 2003 at 12:32:43AM +0200, Christian Knoke wrote:
> > On Thu, Apr 24, 2003 at 09:48:17PM +0200, Raimar Falke wrote:
> > > 
> > > This link (http://catb.org/~esr/writings/quake-cheats.html) was posted
> > > to linux-kernel and is a bit related to freeciv.
> > 
> > ----
> > Carmack observes that "the [cheating] clients/proxies focus on two main
> > areas -- giving the player more information than they should have, and
> > performing actions more skillfully."
> > ----
> > 
> > Freeciv isn't Quake. I think it is not to hard to fix the main information
> > leak [...]
> 
> But what about the other pount?  This was discussed when the warclient
> patch came out.  A solution was discussed that the article doesn't mention:
> let the server "humanize" player actions (on the incoming packet queue)
> before it actually tries to execute them.  E.g. impose the rule that no
> two units can be moved within 0.2 seconds from each other, no matter of
> the client sends the moves quicker.

Yes, that's what I had in mind when I wrote some weeks ago to the list.

This also has a realistic aspect. Moving a cruiser 7 tiles in 0.1 seconds
isn't realistic. Just slow things down ...

> Reinier

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.


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