Alan Wolfe wrote:
> Wow you sure are strongly against what i said :P
>
> I think one of the issues you have with it is that the client would be
> constantly sending streams of data to the server saying "moving
> left...moving left... moving left..." etc right? Just as i assume you
> wouldn't send the coordinates every time they changed, I figured you
> could do something like send a message when the player starts walking,
> and another when they stop.
>
> Probably adding time stamps if you want to be able to account for lag.
>
> Does that still sound bad to you? If so im curious why.
>
> btw im also curious how would it be as hackable?
>
> On 1/23/08, Jessica Nienbarg <
jessica@nienbarg.de> wrote:
>
>> No, that's really inefficient, since the coordinates *will* get offset
>> to the coordinates the user sees. It doesn't even work for minimalistic
>> projects. Also that method would be as hackable as the coordinate one,
>> no gain there.
>>
>> Alan Wolfe wrote:
>>
>>> Instead of having the client tell the server "hey i want to move
>>> here", it would probably be better to tell the server "hey i want to
>>> move left", because if the client tells the server specific
>>> coordinates to move to, people could hack their client and make it
>>> send whatever coordinates they want to have "teleport hacks" (:
>>>
>>> On 1/23/08, Jake Briggs <
jakbri@coretech.co.nz> wrote:
>>>
>>>> Yasser Gonzalez Soto wrote:
>>>>
>>>>> I want make an application (c++ or delphi) that pings to an ip
>>>>> address. Is reponse add a "IP actived" message to a list
>>>>>
>>>> Well you could just try to open a socket on the remote IP.... Depends
>>>> what libraries you are using.
>>>>
>>>>
>>>>> second:
>>>>> In a multiplayer LAN game using tcp/ip, I want make a game where,
>>>>> each time an user connects to the server, creates a sprite on the
>>>>> room. So, when a player on his own PC moves his character screen
>>>>> moves, on the other PC else, user player moves. Could you give a clue
>>>>>
>>>> Well here is how I'd do it, in the simplest way I can think :
>>>>
>>>> 1: You would have the server remember the state (x and y position, for
>>>> example) of each client.
>>>> 2: The client would request a move - "Hey server, I want to move to x
>>>> position,y position".
>>>> 3: The server would validate the request, checking that the move is
>>>> valid based on the clients previous location. If it is, the server
>>>> updates its internal state.
>>>> 4: The server updates each client periodically with the state of all the
>>>> clients.
>>>>
>>>> So we have a situation where each client puts sprites (including its
>>>> own) wherever the server tells it to. If a client gets a key press from
>>>> the user that means "move up 1 pixel", it doesn't move its own sprite -
>>>> it tells the server that it wants to move its own sprite up one pixel.
>>>> The client only moves sprites when the server tells it too. The client
>>>> doesn't change the state of the game (it doesn't change the position of
>>>> sprites) unless told to by the server. Deferring to the server this way
>>>> keeps things nice and tidy, since you have separated the
>>>> responsibilities of the client and server cleanly - they won't step on
>>>> each others toes.
>>>>
>>>> There are probably about 100 ways to do this though, and this way will
>>>> have issues that need to be worked around later. For example, if ping
>>>> time (lag) is high, the user will notice a lag when moving. They hit the
>>>> "up" button and half to wait half a second to see their sprite move. A
>>>> way to work around this specific issue is to implement client-side
>>>> prediction. This means that the client does move its own sprite (and
>>>> possibly other players sprites) to keeps things looking good to the
>>>> user, but will still use the servers version of the game state as the
>>>> official state placing the sprites where the server thinks they should be.
>>>>
>>>> Right gameprogrammer mailing list, I expect my little scheme to be
>>>> ripped apart :)
>>>>
>>>> --
>>>> Jacob Briggs
>>>> Systems Engineer
>>>>
>>>> Core Technology Limited
>>>> Level 1, NZX Centre
>>>> 11 Cable Street
>>>> Wellington
>>>> Phone +64 4 801 2252
>>>>
>>>> --
>>>>
>>>> object doAnythingConceivable(string whatToDo, object whatToDoItWith) { .....
>>>>
>>>>
>>>>
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>>>
>> --
>> Jessica Nienbarg
>>
>> Rudolf-Seiffert-Str. 33
>> 10369 Berlin
>>
>> Tel.: 0163 632 1862
>> E-Mail:
jessica@nienbarg.de>>
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>>
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