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Originally Posted by Lance
TCP is another option for Graal, and I do believe that TCP operates differently
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Agreed. But only a minority of users are foolish enough to use TCP when UDP is a viable option.
Either way, operating the safeguard based on actual speed rather than packet frequency would solve the problem in both cases.
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I've seen an individual player stop moving for some arbitrary length of time and then seen them start to move again, only they are moving faster than is possible
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How does this suggest that undeliverable UDP datagrams are queued on the client computer? I would sooner think that all the player's movement packets have been sent, but traffic conditions force them into clumps somewhere between the player's client sending them, and you receiving the relays from the server.
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I don't see the unintended movement as a problem of its own to address
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Then perhaps we disagree on the definition of 'problem'. Clearly the movement is the part to which we object; it is the part that causes conflict with other users, grants unfair advantages, etc. It is the thing we want to stop.
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I just see a lot of problems with monitoring the player's actual speed. It just gets too complicated. What about servers that allow you to move quickly, staff boots, vehicles that allow you to move faster than you walk, etc
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Yes, I had considered this. It's quite a shame that we're not able to interact more directly with the gserver's code. It would be nice if we could completely redefine how the server reacts to each packet of information, according to various scripted conditions. The server knows if the character is on a vehicle, for example. In such a case, it should ignore all movement packets and let the NPC move the character.
Maximum speed would then be configurable per player, per situation, nullifying your objections.
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If you had a method of sending such packets, could you not also use that method to cause some other trouble not related to movement?
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Such as?
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Then, would not the best method to deal with that problem be to remove the vulnerability that allows you to send such packets
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What vulnerability? The only requirement is an internet connection and an understanding of Graal's protocols.