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Server based or Client based? 
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Joined: 26 Jul 2010, 02:11
Posts: 27
Post Server based or Client based?
Well I've been noticing a high increase of bots/radar hacks/speed hacks in your dedicated servers, as well as others.

Do you think CS2D should be all at server? Or client-based?

Well just to start off, CS2d is a client game.

I prefer a server game on 2 conditions.

1. Ping/Latency is below 100
2. The server host is using Ti/Lan

Everyone at LaG probably knows the difference between a Server game and a Client game...
So I'm describing for others.

Okay Server Based = Every single action is played on the server.
So when you hold down the w key, it tells the server that you have held down that key,
no the relative position (x,y,z).
This method makes cheating/hacking impossible.
Since everyone command is carried out to the server, then back to you,
speed hacking is not likely to happen.

Advantages of server based server.

1. No hacking
2. No lag switch

Disadvantages

1. If you are a client and another client is lagging, you will see him lagging.
2. You will lag if your ping is high (<200)


Okay now a client-based server.
It's the reverse, all actions are completed on the client then send to the host.
Except for health, and item possession, those are kept at the server.
So if you say your position is (x, y, z) and it's realistic enough the server will accept it, and move your character. You will not see other players lagging, but if you/he is lagging and you shoot at them, you may miss (due to lag)

Advantages

1. No Lag
2. You can't really miss due to lag

Disadvantages

1. Any position/speed/fire speed/spray can be modified by the client. (except health and mp_)
2. Lag switch can work with no lag (what wut?)


Now that I explained this my question is...If Cs2D was client and server based, with base would you use?

With the info I know I would pick server, BUT ping kick would be at 300 not 500.
I guess if you Cs2d patch came out for those new hacks everything would be fine.

Damn cheats, w/e every game has cheats.

Halo ( server ) -aimbot
Call of duty ( client ) -lag switch
CS ( client ) -wall hack (shoot through)
CS2D ( client ) -aimbot/speed/radar/scope

cool


26 Jul 2010, 02:52
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Joined: 28 Mar 2010, 01:32
Posts: 324
Post Re: Server based or Client based?
Quote:
Okay Server Based = Every single action is played on the server.
So when you hold down the w key, it tells the server that you have held down that key,
no the relative position (x,y,z).
This method makes cheating/hacking impossible.
Since everyone command is carried out to the server, then back to you,
speed hacking is not likely to happen.


this will be awesome man. lol
btw why did u make 3 topics and always say cool ? :wut:

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26 Jul 2010, 04:23
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Joined: 29 Sep 2009, 00:02
Posts: 1999
Location: Canada
Post Re: Server based or Client based?
1. This would literally make lag compensation impossible.
2. This wouldn't do anything to prevent other client-based hacks such as flash hacks, FoW hacks, radar, etc.

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26 Jul 2010, 09:13
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Post Re: Server based or Client based?
i believe that 0104 was mostly client based... well atleast aiming/hitting was i guess
i also believe that max is a mix of the two things you mentioned. (i.e. movement is client-based, finishing reloading is server based, ur aim is client-based, hitting is server-based, etc...)

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why the fuck do i keep getting random msgs?


26 Jul 2010, 12:31
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Joined: 26 Jul 2010, 02:11
Posts: 27
Post Re: Server based or Client based?
Mir wrote:
Quote:
this will be awesome man. lol
btw why did u make 3 topics and always say cool ? :wut:


Well for starters I was seeing who would stalk me, and NOT using the sig. Take that forums!


**Edit** Actually no, if you have ~100-200 ping the game would run fine, with no lag.

In first person shooters it transport x, y, and z, as well as speed, and other variables.

In CS2D only x and y, and a basic 360ยบ (not really more like 180) shoot.

Aimbots, fov, no flash, no smoke, radar cheats are not stop able, (mmm, if you had epic skills.).

I have explained server and client, you can only control server and bring it to client.

But you send the location of everyone, like x, y when you contact your clients.

The ONLY way you could disable radar hacks, is if you totally remove that from spectator, as well as "only giving the x, y of another player if one sees / comes within range" or else it will not show the location.

That's also going back to the server side, if you forced the game to hide the location of the player x and y when he/she enters smoke, or flash bang that could be prevented.

The next step even going farther is to store the speed of an character at the server.

Since the server doesn't correct the player action every time, the best to do is to kick the player once detected that the client changed the speed.

Possible, doable, high contribution, and cool, but...






just kidding no but, this is all good with no errors.

double cross

but, the server will lag and just what you said, all players will have no cheats but even if your ping is 200 or lower you still may lag.


27 Jul 2010, 22:14
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Joined: 12 Dec 2009, 18:11
Posts: 57
Post Re: Server based or Client based?
A server centric solution would mean that the calculation expensive processes (hack detection is among the top of this list) would all be handled by a single central server rather than distributed. Since hacks are usually meaningless unless they're rendered at the clientside, it's possible to fork calculations to clients and send in segmented updates for the server to validate. Also note that a server centric model would cause higher traffic load (and hence load) since information must be requested every time that it is needed rather than cached. CS2D currently queues requests per 5-10ms before sending or polling the server in order to reduce the traffic. By actively polling the server for every trivial bit of information needed, the request queue may overflow even when a 5-10ms delay is allowed.

Here's an example:

Suppose that we try to implement the visible-player only model, we need to calculate the following for each player at each move event:

Excess range in order to compensate for latency, for example, given a speed of 32 pixels per second in any given direction (I'm not sure if this is the standard, proceed with this knowledge only in context of this example) and a player with a request-response delay of 40ms (ping=40). We assume that the requests takes 40ms to arrive and client-bond processing interval to be negligible as CS2D uses a semi-asynchronous model. Given that, we need to expand our expected viewport by roughly .04*32 pixels in all directions. This is added overhead for servers that is not necessary for clients.

Let's suppose that we have a viewport of x by y, we can actually construct a fairly efficient algorithm to determine all players that are bounded by the viewport via a bit of trivial common sense at constant time. Given that, we can implement complete serverside viewports at or below 1024*time/iter. Compare this to 32*t/i for each client, if we assume concurrency, the client model is much more efficient.

Also note that a server centric system would require extensive amount of blocking (interupts) and calculation in order to synchronize all of the actions. For example, if a client issues a reload request, the server must make sure that the setammo response is returned before the reload-finished event is issued. CS2D currently suffers from this lack of synchronization that causes reloads and weapon purchases to fail due to their being handled on the server side with just a basic set of assumptions. This can be remedied at the cost of processing requirement and latency.


28 Jul 2010, 01:23
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Joined: 29 Sep 2009, 00:02
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Post Re: Server based or Client based?
leegao wrote:
A server centric solution would mean that the calculation expensive processes (hack detection is among the top of this list) would all be handled by a single central server rather than distributed. Since hacks are usually meaningless unless they're rendered at the clientside, it's possible to fork calculations to clients and send in segmented updates for the server to validate. Also note that a server centric model would cause higher traffic load (and hence load) since information must be requested every time that it is needed rather than cached. CS2D currently queues requests per 5-10ms before sending or polling the server in order to reduce the traffic. By actively polling the server for every trivial bit of information needed, the request queue may overflow even when a 5-10ms delay is allowed.

Here's an example:

Suppose that we try to implement the visible-player only model, we need to calculate the following for each player at each move event:

Excess range in order to compensate for latency, for example, given a speed of 32 pixels per second in any given direction (I'm not sure if this is the standard, proceed with this knowledge only in context of this example) and a player with a request-response delay of 40ms (ping=40). We assume that the requests takes 40ms to arrive and client-bond processing interval to be negligible as CS2D uses a semi-asynchronous model. Given that, we need to expand our expected viewport by roughly .04*32 pixels in all directions. This is added overhead for servers that is not necessary for clients.

Let's suppose that we have a viewport of x by y, we can actually construct a fairly efficient algorithm to determine all players that are bounded by the viewport via a bit of trivial common sense at constant time. Given that, we can implement complete serverside viewports at or below 1024*time/iter. Compare this to 32*t/i for each client, if we assume concurrency, the client model is much more efficient.

Also note that a server centric system would require extensive amount of blocking (interupts) and calculation in order to synchronize all of the actions. For example, if a client issues a reload request, the server must make sure that the setammo response is returned before the reload-finished event is issued. CS2D currently suffers from this lack of synchronization that causes reloads and weapon purchases to fail due to their being handled on the server side with just a basic set of assumptions. This can be remedied at the cost of processing requirement and latency.

For everyone else, lee actually meant "this shit won't work, yo"

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Circa wrote:
No, I'm keeping the defaults.

^ LOL


28 Jul 2010, 10:25
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Joined: 26 Jul 2010, 02:11
Posts: 27
Post Re: Server based or Client based?
leegao wrote:
Even with this logic, an UD hack is still possible.


As for the smoke/flash hacks go, I still think not sending player locations would eliminate those types.

...Because you control everything that is going out. So if a player is closed with smoke, you could stop giving the x and y positions out to the other clients. And for the flashes, you could just stop sending locations for all players. (in that flash range)


Last but not least radar cheats, because spec is still enabled, users can still be in game play and spec (hacks). The best option is to stop telling the locations of other people, that are not on their screen.

Speed hacks can be controlled with a variable, set at the server.

(ud speed hacks are still possible)

Oh and aim bots can't be stopped.


29 Jul 2010, 03:29
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