[gameprogrammer] Re: Thin client architecture for games
- From: Latimerius <pvl@xxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Wed, 3 Nov 2004 21:03:23 +0100
On Tue, Nov 02, 2004 at 06:51:15PM -0800, Kevin Jenkins wrote:
> I'm writing an article for Gamasutra on thin client architecture for
> online games. I'd like feedback from experienced developers on this
> list so I can improve the article and get quotes to put into it.
>
> The theory of the article is that most cheating can be avoided by making
> the client as thin as possible. My definition of thin is:
>
> 1. The client makes as few assumptions as possible about the game
> 2. The client is controlled by 'network script' which is a binary
> encoding of what menus, text, buttons, animations, models, and sounds
> show/play at any given time, along with state information if necessary.
> 3. Client packets are limited to two domains: network script responses
> and direct user input (keypresses)
>
> By limiting the domain of client output to network script and user
> input, it becomes very difficult to cheat within the context of a game,
> because your packets deal only with buttons and keypresses. This is in
> contrast to game-sensitive packets such as "Shoot gun" or "Defuse bomb".
Hmm ... could you elaborate on why it should be prohibitively harder to
tinker with keypresses than to tinker with higher-level messages? I
mean, it sure would be more work for a cheater to keep the state etc.
etc. but does the thin client technique bring in something *principally*
harder to deal with for a cheater?
> This is the usual approach in most MMOs but in my experience isn't
> usually taken to that extreme in other genres for performance reasons.
> I would explore in the article ideas on how to implement this efficiently.
We're trying to sqeeze every bit out of our protocol - on a server with
say tens of clients or more, every redundancy adds up, raising the
bandwidth the server needs to a possibly unacceptable level. You might
have some interesting techniques of battling this, though, so I can say
I look forward to your article.
latimerius
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- References:
- [gameprogrammer] OT: Please Vote
- From: Bob Pendleton
- [gameprogrammer] Thin client architecture for games
- From: Kevin Jenkins
Other related posts:
- » [gameprogrammer] Thin client architecture for games
- » [gameprogrammer] Re: Thin client architecture for games
- [gameprogrammer] OT: Please Vote
- From: Bob Pendleton
- [gameprogrammer] Thin client architecture for games
- From: Kevin Jenkins