#sanity checks/ client to server

41 messages · Page 1 of 1 (latest)

slow valve
#

im going to switch my hitboxes to client and so im wondering what type of sanity checks il have to do. I cant do magnitude checks because of delay and i need to some how do check to prevent remote event spam

ornate python
#

definately not easy to do

#

but not only does it provide good security but also lag compensation

slow valve
ornate python
#

you cant prevent the client from spamming the remote event but you can validate it on the server

#

so if damage requests are sent in an appropriate rate it would be considered valid

slow valve
#

since if someone is over 40 studs away and attempts to damage someone whos the same distance

#

its easy for long distances but it would be hard for short distances

#

sure i could make it about 10 studs to conpensate for lag but thhen if exploiters were to find this vunrability they would have extra range on any weapon/attack they do

ornate python
#

yea thats tricky if theres a lot of latency and if your characters can move very fast

slow valve
ornate python
slow valve
ornate python
slow valve
ornate python
slow valve
#

i found something like this

#
ornate python
#

yea

#

they use a custom physics engine so it allows for validation and also lag compensation

#

which is the rollback part

slow valve
ornate python
slow valve
ornate python
#

also it wouldnt work for super high latency like above 300ms

ornate python
slow valve
#

thx

ornate python
#

np

slow valve
#

hmm it is quite confusing

#

i dont udnerstand quite a few things lol

#

is there any other ways?

#

what do most popular games do?

ornate python
#

a lot of games will try use client side anti cheats but its very easy to bypass

#

the only other good option is to moderate manually with a report system

slow valve