Crossfire Mailing List Archive
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Re: Is there anybody there?
- To: crossfire (at) ifi.uio.no,
- Subject: Re: Is there anybody there?
- From: (Raphael Quinet)
- Date: Fri, 28 Jan 94 08:46:52 +0100
>From: Mark Wedel <>
>
> There are several problems that do exist with a true client server approach.
> If the client does a lot of the actions, with the server only acting to
> mediate the actions (if several players are on the same map), it does open
> the possibility of someone hacking a client to give themselves incredible
> powers.
>
You're right! I one only needs to hack its client to obtain God-like powers
on any server, we'll pretty soon loose all interest in the game. You don't
like to be killed ten times in a row by the same player, don't you?
> So even before hacking starts to make a client server approach, what the
> client does and what the server does needs to be settled. If all the
> client does is act as the display mechanism, I don't know how much bandwidth
> or cpu time will be saved (especially if no animation code is added in..)
>
Here are some random thoughts :
- The client could hold a part of the map so as to be able to update its
window when needed.
- The server would be responsible for all actions, collision detection,
interaction between players, etc. This would prevent nasty hackers from
cheating (unless they own the server, of course :-).
- All animations would be on the client side.
- Sending object ids will probably eat less bandwidth than sending X requests
for drawing pixmaps and so on. I don't know how much, but I bet there will
be a noticeable change in terms of speed when there are many players in the
game.
- This will be easier to maintain and enhance the code if we have most of the
X stuff in one program, and the game engine in another. You want nicer
graphics? Change your client, but don't touch the server. You want to add
a new spell? Hack into the server.
- We could even have several clients: one for slow machines, one for big
displays with lots of colors, one which uses bitmaps while the other uses
complex pixmaps,... But it's no time to dream: we have to build a fully
working version of the game first. We'll add bells and whistles later.
-Raphael