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-   -   Using clientr, client, serverr, server vars wisely. (https://forums.graalonline.com/forums/showthread.php?t=66767)

calani 06-24-2006 05:33 PM

Script security is rather important.
I'd hold that as a higher priority than a bit less lag.

jake13jake 06-24-2006 07:06 PM

Quote:

Originally Posted by calani
Script security is rather important.
I'd hold that as a higher priority than a bit less lag.

So you're saying your the type of person that would script movement serverside?

calani 06-26-2006 04:59 AM

I'd make movement clientside with checks done serverside every few ticks.
If I was making a physics engine that kept track of several thousand items and was very important to the server, i'd have all the players do it locally, then do a spot-check every few seconds to make sure everyone's list is accurate.
The server would check each player's list against every other and take the most common one, then send that to everyone as an update. Thus, everyone has the same list every few seconds and the server wouldn't have to do any work actually calculating any of the physics. Also, a majority of the server would have to be hacking in order for it to affect the rest of the server.

jake13jake 06-26-2006 11:11 PM

Quote:

Originally Posted by calani
I'd make movement clientside with checks done serverside every few ticks.
If I was making a physics engine that kept track of several thousand items and was very important to the server, i'd have all the players do it locally, then do a spot-check every few seconds to make sure everyone's list is accurate.
The server would check each player's list against every other and take the most common one, then send that to everyone as an update. Thus, everyone has the same list every few seconds and the server wouldn't have to do any work actually calculating any of the physics. Also, a majority of the server would have to be hacking in order for it to affect the rest of the server.

Well, the client has to send data to the server if the stuff is being done clientside. I'd think of Classic's movement as more secure than other systems just because it's a lot more unique than any other systems.

ApothiX 06-27-2006 07:00 AM

Quote:

Originally Posted by jake13jake
Well, the client has to send data to the server if the stuff is being done clientside. I'd think of Classic's movement as more secure than other systems just because it's a lot more unique than any other systems.

Being unique is not always a good thing.

jake13jake 06-28-2006 12:03 AM

Quote:

Originally Posted by ApothiX
Being unique is not always a good thing.

Yea, I know :P. But the movement system works and it works well.


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