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View Full Version : Client flaw on location?


Gordian
02-14-2005, 01:54 PM
In running King 1 with a small fellow we all hit a server side lag issue just as we were killing some creatures in a tight hallway. All communication was stopped for around 35 seconds.

When the IP traffic was restored I still had a Goruk in front of me. I was on teamspeak with my fellow and nobody else could see this Goruk. Their clients had received the UDP (presumably) message about the creature's death. My client though missed that message. As a result he was in front of me. I could select him but if I tried to attack, the UUID sent down to the server didn't make any sense (I'm assuming) and thus there was nothing for me to swing at. This Goruk took up the entire hallway so I could not walk around him. I tried all sorts of tricks but could not get by. This really struck me as odd since clearly the server was not what was stopping me. My own client was! Other players were able to run right "through" him in my perspective.

Ultimately I was able to backtrack far enough in the dungeon so that when I came back to the area, the radar forced a reload from the server and the Goruk was no longer there.

I mention all of this for 2 reasons.

1) If a client sends down an attack message to a UUID that doesn't make sense then why not send back a response that the client can interpret to then unrender the creature from the UUID that no longer is valid. This will cleanup the client when this connection problem occurs.

2) It concerns me a bit that at least some of the physics logic is at the client. I hope it is there simply for redundancy to help performance and that ultimately the check is done on the server. I.e. when the lag through doors trick was fixed that means the server side is solid on phyisics. If not then I could see writing a GhostWalker decal plugin that bypasses the client physics and allows a player to walk through walls and doors. I don't have time to try this myself but I'm hoping you've got this covered.

-G