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  1. #1
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Not everything is jumbled up into the server, and should not be. There is a polling list, and several key factors. Some of it is slow down by anti-hack checks, but not all of it.
    Some of it is very low risk, and "even if a hacker tries, he won't be able to do much", successive checks that can flag a maligned code.

    for instance position checks (the part that is the center of attention). You can actually have a predictive analysis going on based on the ping time of a player. Say you have:

    player A, he has a poll of 35ms on his flag, the server does a rough mathematical equation, that predicatively gives him 2% "fail safe" zone for the AoE circle.
    player B, he is polling of 180ms on his flag, the fail safe is expanded to 10%.

    To prevent "lag hacking" that's common in some games, you resolve it with successive checks on other factors that "time out" or "impossible limits" making a high risk into a low risk problem.

    It basically all boils down to the brain power of the programer(s) ability to make mathematical equations that can predict player data, and then have a proper "fail safe" for situations that are clearly outside the norm.

    It's elevator theory, where if you find someone to stare at the lobby elevator for long enough time, you can program a sequence that can do the exact same thing using if/or/and
    (1)
    Last edited by kukurumei; 11-19-2013 at 02:14 AM.