Technical solution to eliminate desync in single-player sessions
" Really? Please educate me on my own proposal. What other server changes are needed? |
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" Your hashing algorithm needs to be secure, GGG"s current one doesn't (GGG's current hashing isn't done for security reasons, its done to compare states) Your proposal requires verifiably secure hashes, which are much harder to computer, especially when you start going 256/512 You can use an insecure hash if you want, but prepare to be hacked Last edited by deteego#6606 on Nov 20, 2013, 1:13:23 AM
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" Seriously, you don't even know what you are posting. GGG doesn't even use a hash. What 'states' are they comparing? " They are easy to computer. And again, how do you think PoE servers are generating random numbers? With fairy dust, right? Believe me, if you are trying to target 'performance', you picked the wrong argument. My solution is significantly more performant than their current system. Last edited by qwave#5074 on Nov 20, 2013, 1:16:24 AM
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" The number that GGG need to compute are much less computationally intensive than what is needed for what you propose. How hard is this to understand? |
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He threw security out the window long ago when he decided to trust the client.
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Tantabobo: The client is not trusted. The server must validate each and every state hash the same way that it currently does.
Last edited by qwave#5074 on Nov 20, 2013, 1:19:07 AM
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" Yeah and guess what, with your proposal, because you are trusting the client, you have to use a secure hash to do this, unlike currently, where you can use something as unsecure as MD5 |
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" You literally have absolutely no idea what you are even posting. |
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" In this case, there are no "encrypted passwords" for the server to decrypt and validate. The only things that are "deterministic" about the random number seeds are the emergent game simulation results they produce. The only way for the server to "validate" the client's results as legitimate is to reproduce its own simulation of the game session. That time-shifted, open-loop simulation would be subject to the same timing discrepancies that a real-time simulation would incur. Such a system would be incapable of producing reliable validation results. Last edited by RogueMage#7621 on Nov 20, 2013, 1:24:13 AM
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" If you don't trust the client and the server has to verify everything the same way that it currently does, how exactly does anything change? |
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