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Well i've given up on server-side checks for anti-cheat. I've been working on it for a while so this is a few steps back, but it's necssary I think. The problem is it's either a lot of work to get right, or if you do it naively it uses too many resources. I still think it's doable, just a lot of work.

 

Also talked to arnk/goldeye a little bit. they seem to think that replicating continuum is important so that goes along with the new direction.

 

for you guys that means you get a playable version out quicker (the one on the svn is playable now! you can kill other discretion clients and everything), i'll have a 0.3 release out in 2 weeks (and a permanent server so you can come in and test stuff out).

 

only concern is that cheating now is likely to be a problem. The module manager could be distributed as a binary and it could check module hashes and do continuum encypt / decypt, which would be about the level of security continuum offers. Although memory edits and stuff would still need to be prevented. Anyways I think it would be good if we get a server up and then an automatically updating client so that we can make incremental changes and updates quickly. Sass has agreed to sysop the zone and make it "fun" so if we get a constant population updating and debugging will be fun and easy.

 

edit: ok the new anti-cheat plan is auditability. Clients can deterministically replay the actions of other clients. Thus if you suspect someone of cheating you can audit them by checking if their actions over the last say 20 seconds have been legal. Speccers could automatically check players in game, or after players die they could auto-check their killers. I suppose if you catch someone cheating then the server would need to check for real or at least log the violation hmm.. well it's a start

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