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Tom Clancy's The Division Netcode Is a Mess - briefly|
(hx) 06:43 AM CEST - Apr,28 2016 | Glenn Fiedler, an experienced video game networking coder and long-time programmer, has issued a damning appraisal of The Division's problems with exploits and glitches. In an extensive blog post, Fiedler criticised Ubisoft for developing the game with what looks like a trusted client network model. Simply put, it trusts the job of tracking key gameplay information to individual players, rather than the server.
Because here we have a client-side cheat program that is poking memory locations and giving players infinite health, infinite ammo, and teleporting players around the level.
This indicates that The Division is most likely using a trusted client network model.
I sincerely hope this is not the case, because if it is true, my opinion of can this be fixed is basically no. Not on PC. Not without a complete rewrite. Possibly on consoles provided they fix all lag switch timing exploits and disable players moving and shooting while lag switch usage is detected (trusted client on console exclusive games is actually more common than you would think…), but not on PC unless they completely rewrite most of their netcode and game code around a server-authoritative network model.
When I present such a bleak outlook people often people ask: why can’t they just implement more server-side checks? In fact the developers prior to release seemed to say something along the lines of: Oh, don’t worry. We haven’t implemented server side checks yet. Everything will be fine. Don’t worry. We’ve got this! Hmm.
To me this displays a fundamental misunderstanding of how FPS games are networked. It’s actually a fairly common misunderstanding so I’m going to spend some time in this post debunking this myth.
Glenn Fiedler has an 18-year career in the game industry at developers such as BioShock and Tribes studio Irrational Games, LA Noire outfit Team Bondi, Mercenaries maker Pandemic, and Titanfall team Respawn. Fiedler also spent nearly five years as lead network programmer at Sony Computer Entertainment. His last five projects were Journey, PlayStation: All-Stars, God of War: Ascension, Titanfall and, most recently, this year's Titanfall 2. In short: he knows his stuff.
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last 10 comments: Csimbi | (10:21 AM CEST - Apr,28 2016 ) | I don't see the problem here.
Some software houses investigate play styles based on user reports, and if determined to be cheaters, then ban them and close their accounts - or isolate them one way or another. They also fix things when damage was done by cheaters.
This is already being done today - within the server-side trust model.
Because you can cheat the servers, too.
The client-side trust model does not exclude the possibility of validation.
So, I say: trust, but validate.
When validation fails, auto-flag the user for investigation and determine whether he's cheating or not, than take action.
Period.
Now, there is a way to implement this right, without glitches, bugs and so on, but since Ubisoft has been mentioned, I doubt that will happen. These folks could not even get their store right - seems to me they know very little of networking (as Glenn pointed out). | |
Tom | (01:54 AM CEST - Apr,29 2016 ) | you're not going to stop cheating on PC and they will not invest the money even if they could. and they only go after public/free cheats. still paid for cheats and they are not going to waste time with those. Nobody will. PC is and has become a joke of a platform for gaming. I don't touch mp fps and steer clear of anything mp really. | |
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