Technical solution to eliminate desync in single-player sessions
Even if his claim is correct, that Warden isn't the issue (and it is), it has nothing to do with the issue. GGG isn't in any position to re-write the core of their game at this point. It's not going to happen. This has been an interesting discussion, full of neat ideas about internet security and whatnot, but in the end it has nothing to do with PoE. They're not going to re-do their entire architecture to test your theories. They've got a game that works. Messing with it to the level that wave is suggesting is foolish beyond all measures.
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" While I don't disagree with you completely .. reason why console version of D3 is hacked/cheated is because whole game and game logic is on your hard drive..you can access basically anything you want..and mod anyhow you want..if you know what you are doing.. While on PC version all key things are stored and crypted on server and players just don't have any way to access these data. Warden is mostly checking 3rd party programs affecting blizzard games..while it may seems similar, it's really not.. |
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" Exactly, though the problem isn't that the game logic itself is on your drive, but the fact that your character/data is saved locally rather than the server. I can't believe Sachiru is so ignorant to think that the server cannot prevent all of these hacks. The server is the ->ONLY<- portal to the database/persistence layer, which is all that matters in an online game. Warden, like any other client-side security method, is just as vulnerable as the client itself. Sachiru: If Warden is required to prevent hacks, then why isn't speed hack possible in PoE? Because the server performs validation on the character's position. Last edited by qwave#5074 on Nov 23, 2013, 9:23:25 AM
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" Indeed - I left out a point which is quite germane, so apologies for that! Any fixed point system that loses enough precision so that it isn't affected by the difference of numbers on different architectures; is almost likely not to be precise enough to encompass the amount of determinism required by the idea this thread is about. I can't prove that of course, but it does seem likely that you would have to go to quite some degree to make it work with any kind of stability. I can't say, hand on heard, that it would benefit anyone either, it's more like going back to the drawing board with the game engine! Stay out of the shadows ... They bite
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" Oh wow - no! You don't know how labour intensive this is on the server and client; and in programming terms we call this 'Fixing the symptom and not the bug'. I have no concrete evidence of course because I don't work for GGG, but I cannot imagine a good scenario if potentially every connected client spams /oos multiple times a minute. Otherwise, good post and good thinking. Stay out of the shadows ... They bite
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" Good thinking except for that he's totally wrong. Movement doesn't "cause" desync. You notice desync when you move. You can be just as out of sync standing still. Inserting /oos after any move would increase costs to the point where GGG wouldn't be able to run PoE on our good will. |
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" Two problems a) Hashes are computationally expensive and vulnerable to a number of exploits which whilst can be rectified by using a more complex hash, they become even more complex to generate. b) Code injection is a *thing* and you can insert running code without changing the hash of the executable. You could avoid that problem by generating the hash on each server tick, but then you're back to problem a. Hashes are not cheap. c) bonus problem: If you can work out what the correct hash is; you can inject code that sends the correct one regardless of what the PoE client should do. I'm not kidding, some of these guys replace windows system libraries with cracked versions to enable this kind of thing. Stay out of the shadows ... They bite
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" I was trying to be nice :) Stay out of the shadows ... They bite Last edited by Skogenik#0625 on Nov 23, 2013, 10:14:21 AM
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I'd like to thank Rhys, for his reply. Now I can say that the suggestion and both it's good and bad points were understood. I understand that you consider it too much work, especially for single player only. Well at least the discussion and linked articles were interesting to you, and maybe some day something can be used in PoE.
Oh and qwave, your suggestion does have a security risk, even though it might be hard to effectively abuse and the impact is not that big (at least from my non race, non hc point of view). However it is there, it is possible to write a hack that will delay a player action (or input some action in between player actions) to receive a benefit. However it's not throwing security out the window as some people suggested. Just wanted to make that clear. Overall I really liked this thread and the articles that were linked. Thanks to everyone who provided constructive discussion. |
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" Absolutely, it's been an interesting distraction for me :) Stay out of the shadows ... They bite
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