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Rishabh

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  1. Hey all, I was trying to play around with the network protocol. How can I extract the state of the game currently? I couldn't seem to find this part in the source. I want to be able to send my state to the other player without hashing it. Thanks in advance.
  2. Just to clarify, I am not trying to hack the game or anything. I'm trying to understand exactly how the networking protocol works as I'm working on a project on multiplayer online game security. In fact, could any of you help me with this: In the current version of the game, is it possible to cheat in multiplayer mode? If so, how? (This has to be done in a way so that synchronisation is not lost).
  3. Hey, Thank you for your reply. Got what I needed. If this is the case, could you help me with the following? 1) Point me to the part of the code where each player performs simulations for other players on the network 2) Point me to the part of the code where the 'sync' validation is done. Thank you, Rishabh
  4. Hey all, I was just trying to understand how the server side validation works for this game. I tried changing the mod in one game making building costs zero and player this game with a vanilla version. On creating any changed unit, I got a message that the game is out of sync and stopped. I have the following questions: 1) Since the game is following a p2p model, shouldn't this not happen? 2) How can I allow games with different mods to be played while maintaining sync? Ps. I have tried enabling cheat mode on the server, it did not make any difference. Thanks. Rishabh
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