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Topic:   Column #134; By Kent Wang Format for Better Printing
DanQ
Apolyton CS Co-Administrator
Ontario, Canada
b.02-15-99
posted September 30, 2000 21:37   Click Here to See the Profile for DanQClick Here to Email DanQ  send a private message to DanQSend a Message to UIN: 1804738 Visit DanQ's Homepage!
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Kent Wang re-investigates the model used for multi-player gamers, and offers an alternative in his latest article entitled "A Model For A Cheat-Free Game".

Comments/questions welcomed.

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Dan; Apolyton CS

UltraSonix
Prince
Melbourne, Australia
May 2000
posted September 30, 2000 22:37   Click Here to See the Profile for UltraSonixClick Here to Email UltraSonix  send a private message to UltraSonix Visit UltraSonix's Homepage!
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The column mentioned a "slight" lag - but with so many transactions: imagine a large civ with heaps of units being moved, improvements being built, etc. Even a slight lag per transction will lead to a longer game, wouldn't it?

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No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary...

DarthVeda
King
of Flatulence!
b.02-15-99
posted October 01, 2000 01:42   Click Here to See the Profile for DarthVedaClick Here to Email DarthVeda  send a private message to DarthVedaSend a Message to UIN: 1825319 Visit DarthVeda's Homepage!
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Yeah the problem arises in the fact that Civ uses OLD networking technology and that a main server would cause ultra lag for players (Imagine waiting for a packet from a server supporting about 40 - 50 consecutive games).
Kwang
GameLeague
Galveston, TX
b.02-15-99
posted October 01, 2000 15:30   Click Here to See the Profile for KwangClick Here to Email Kwang  send a private message to KwangSend a Message to UIN: 13404642 Visit Kwang's Homepage!
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Lag would only occur when a game requests new information. Most commands don't require new gamestate info, like reassigning build orders, changing governments, etc. All those commands could be executed immediately on the client end and the command is sent to the server concurrently. In most cases, the client would not have to wait at all.

MacHatter
Settler

Jun 2000
posted October 01, 2000 16:47   Click Here to See the Profile for MacHatter   send a private message to MacHatter
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Please excuse this shameless plug for freeciv . The article includes the folowing line

A better solution would be to create an independent server that would mediate all transactions.

This is exactly how freeciv works. The only major difference is individuals can host the server on their own computer. If you don't trust users to be honest with their servers, you can use one of the public civservers. For a list of curent games, you can look at the metaserver. To download freeciv, click here. Freeciv is curently available for all Linux users. There is a windows version avalable, and I've been doing work on a mac version, but it isn't ready yet (and may not be any time soon). On a side note, there was an article in the june 2000 issue of Game Developer that you might find interesting. This article talks about designing a program to reduces the ease of cheeting. And security through obscurity isn't an answer.

Andy Black
Mac Freeciv Port Manager

(edited to add content)
[This message has been edited by MacHatter (edited October 01, 2000).]

DaveV
Prince
USA - EDT
b.02-15-99
posted October 03, 2000 09:48   Click Here to See the Profile for DaveVClick Here to Email DaveV  send a private message to DaveVSend a Message to UIN: 57491035
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It's been proven, time after time, that hackers will find a way around any security system. If someone really wants to cheat, he will; anti-cheating measures are like the lock on my front door - there to keep the honest people honest.

In the end, you have to trust the people you're playing with. I think the vast majority of people are looking for a fun, challenging, and fair game.

Kwang
GameLeague
Galveston, TX
b.02-15-99
posted October 04, 2000 11:41   Click Here to See the Profile for KwangClick Here to Email Kwang  send a private message to KwangSend a Message to UIN: 13404642 Visit Kwang's Homepage!
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MacHatter: Great. I guess I'm sane after all. Now, we'll just have to wait for the game companies to follow suit.

I read the same article, but all it advocates is encryption, which can still be hacked away.

DaveV: There is absolutely no way this system can be hacked. One might be able to hack or takedown the server that is hosting the system, but it's downright impossible to steal information or send invalid commands to the server.

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