Technical solution to eliminate desync in single-player sessions

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In that case, the server would be able only to reproduce the potentially hacked simulation results transmitted by the client.


A hacked client state hash would contain values that were generated outside of the deterministic seed. This is the same way that servers validate encrypted passwords. Even though they don't have the actual plain text password, they can still validate the password matches. In this case, the deterministic seed acts as a 'password' to generate each random number.

The server can therefore use the deterministic seed to validate each portion of the state. The state itself is just a collection of user input.
Last edited by qwave#5074 on Nov 20, 2013, 2:02:24 AM
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Yeah and verifying ontop of that, as well as using a hash that is cryptographically sound. All of this ontop of trying to serve game logic hundreds of thousands of clients in realtime?


PoE servers are already performing this entire process. The cryptographic hash portion is not required, that's up to GGG if they want to go that far.
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qwave wrote:
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In that case, the server would be able only to reproduce the potentially hacked simulation results transmitted by the client.


A hacked client state hash would contain values that were generated outside of the deterministic seed. This is the same way that servers validate encrypted passwords. Even though they don't have the actual plain text password, they can still validate the password matches. In this case, the deterministic seed acts as a 'password' to generate each random number.


Yeah except that verifying these stats are computationally expensive process. Its not an issue when you have a webserver that verifies passwords stored as a hash when generated with a salt, which only happens when people login or create an account

What you are suggesting would require continuous calculations to hundreds of thousands of people, in real time. The operation is expensive enough that asynchronous libraries exist to do this stuff, because its computationally expensive
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Yeah except that verifying these stats are computationally expensive process.


PoE servers are ALREADY doing this. My proposal does not change the way their server validates the user's input to perform the simulation. In fact, my proposal significantly reduces the bandwidth required because the server does not need to send a response.
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qwave wrote:
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Yeah except that verifying these stats are computationally expensive process.


PoE servers are ALREADY doing this. My proposal does not change the way their server validates the user's input to perform the simulation. In fact, my proposal significantly reduces the bandwidth required because the server does not need to send a response.


And your suggestion is even more taxing than what PoE is doing currently, bandwidth isn't the issue, CPU clocks is what the issue is
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And your suggestion is even more taxing than what PoE is doing currently, bandwidth isn't the issue, CPU clocks is what the issue is


No it is not, my proposal does not require that they change their servers at all. My proposal is a client-side change. Please stop posting until you read everything that has been said/posted.
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qwave wrote:
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And your suggestion is even more taxing than what PoE is doing currently, bandwidth isn't the issue, CPU clocks is what the issue is


No it is not, my proposal does not require that they change their servers at all. My proposal is a client-side change. Please stop posting until you read everything that has been said/posted.


It also requires a server side change as well
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It also requires a server side change as well


Yeah, the server needs to stop sending a response to the client. That's the change.
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mazul wrote:
Since my field of majoring isn't computer science, I am asking this: your solution won't work for cases where people party with each other, right? Since the game revolves around trading and partying, isn't it then rather pointless to spend so many resources on fixing desync for solo play when that isn't even the focus of the game?

The same thing I was thinking. While not a traditional MMO, and whether they admit it or not, GGG is working on making an MMO influenced game.


I mean just from the top of my head:

Online only
Global chat
Solid player models to make you aware of your positioning in a party
Guilds to get people playing together
Nerf to Auras to make you share auras in your party
No auction house, making people communicate to make trades
Faster leveling while in a party

I'm sure there is much more if I thought about it a bit. Anyways.
"It's a harsh, difficult world. You have to be prepared for it. We're not babying the players."
- Chris Wilson - Producer, Lead Designer @ Grinding Gear Games
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qwave wrote:
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It also requires a server side change as well


Yeah, the server needs to stop sending a response to the client. That's the change.


There is more ontop of that

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