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Originally Posted by Kaimetsu
Agreed. But only a minority of users are foolish enough to use TCP when UDP is a viable option.
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It isn't a viable option for everyone, though. Some people are stuck behind routers and cannot set up port forwarding for those UDP packets. Other problems may exist, too. For example, when Nappa still used 56k, UDP was not working properly for him. Whenever he had Graal set to use UDP, it was horribly laggy. However, when setting it to use TCP, he did not have that problem.
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Either way, operating the safeguard based on actual speed rather than packet frequency would solve the problem in both cases.
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The movement would be removed, sure. However, I already mentioned the problems with basing the safeguard on the actual speed.
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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 did not suggest that the undeliverable UDP datagrams were queued there. I was asking if the TCP option would allow for such a queur or if there was any other possible explanation for that behavior.
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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'll attempt to clarify: Yes, the movement is a problem. However, I see it more as a symptom of another, perhaps more important problem (or problems) which need to be addressed.
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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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It certainly would be nice, yes. Unfortunately, such is not the case, so it remains unfeasible.
Pretty much anything the client can do, such as setting ganis, setting clothes properties, firing weapons, or sending triggeractions.
A question occurred to me: If you sent such a packet that told the server you moved somewhere else, would it display this movement on your screen?
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What vulnerability? The only requirement is an internet connection and an understanding of Graal's protocols.
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My apologies; I chose a poor word there. 'Oversight' would be more appropriate.