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Originally Posted by Lance
I disagree. In this case, I see the crazy movement speed as just a symptom of all those packets being sent at once
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Movement packets are actually UDP datagrams, right? From what I understand of the protocol, it's a very fire-and-forget system. If the client tries to send them when the connection is down, they'll just fail and be forgotten. They don't enter any kind of queue, so it's not like the server will be receiving more than usual once the connection is reestablished.
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Why tackle the symptom and not the problem?
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Why tackle a single cause and not the problem?
The problem here is that players can move in ways that weren't intended. That is the problem. Your advised approach is like saying we should ban cigarettes so we don't have to bother looking for a cancer cure anymore.
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Also, can you provide some examples of these other exploits?
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Would it not currently be possible to send arbitrary movement packets? As long as I don't send too many of them, I can move as quickly as I want. I can warp randomly around the level as long as I don't exceed x packets per second.