Kazper
03-10-2003, 06:31 PM
I have a strong suspision that cheats running on client MOHAA machines may in fact induce a specific and unique form of lag into the server to which they connect.
Its a theory I cannot at this stage verify it or prove. As I require more information regarding how the MOHAA Client and Server interact.
And how data is sent and what data specifically is sent to a MOHAA client from a MOHAA server.
My observation however are suggestive that a MOHAA client running cheats like "Retribution" or Safeskins or Wall Hacks may actually put more load on the server to which it is conncected.
How?
As an active anti-cheater I have become quite familiar with all of the present cheats/hacke out there for MOHAA and it was whilst testing them privately that I observed a particular type of lag that would happen when I moved around the map, the lag consisted of a distinct jerkyness.
The objects in particular walls etc seemed to jump and freeze for a second prior to being renderred. Once renderred they were of course transparent or revealed players behind the walls in bright colours.
I didn't think much of this, accept to say it was part of the cheat impacting on my client/server.
However after deleting all the cheats, and doing a clean install of MOHAA up to patch 1.11 I noticed no such lag on my private server.
Apon going onto a public server which I visit often I noticed symptoms of lag very much like those I had expeienced privately.
My ping was 50mS max, the other 16 players were on sub 60mS pings. At around the same time I pressed TAB and noticed 2 players with 65mS pings with scores of 67/10 and 85/14 on a TDM match with FF off.
I thought this to be very odd and spectated them for a few maps and there scores pretty much followed from map to map. Regardless of weapon or opposition.
It was then that I realised the lag also was present from map to map, and especially when one would come into contact or be near one of these aforementioned players in game.
Its interesting to note that when the said players left the game. The lag also ceased.
It is my opnion that a cheating client puts more load on a server by reason that it makes more requests for positioning of objects and rendering of objects then that of a non cheating client.
This quite simply means the server is sending more data to the client to render on the client such objects as people behind walls that would not normally be renderred by the client. As a non cheating client would not need to render a player behind a wall or door.
I hope you understand what I'm trying to say here. And I could very well be totally wrong, But its a theory I have and I'd welcome feedback from anyone who can help either prove or disprove it.
If it can be proven, it may be an alternative avenue for anti-cheat tools to use to catch potential cheaters.
Thanks
Kazper.
Its a theory I cannot at this stage verify it or prove. As I require more information regarding how the MOHAA Client and Server interact.
And how data is sent and what data specifically is sent to a MOHAA client from a MOHAA server.
My observation however are suggestive that a MOHAA client running cheats like "Retribution" or Safeskins or Wall Hacks may actually put more load on the server to which it is conncected.
How?
As an active anti-cheater I have become quite familiar with all of the present cheats/hacke out there for MOHAA and it was whilst testing them privately that I observed a particular type of lag that would happen when I moved around the map, the lag consisted of a distinct jerkyness.
The objects in particular walls etc seemed to jump and freeze for a second prior to being renderred. Once renderred they were of course transparent or revealed players behind the walls in bright colours.
I didn't think much of this, accept to say it was part of the cheat impacting on my client/server.
However after deleting all the cheats, and doing a clean install of MOHAA up to patch 1.11 I noticed no such lag on my private server.
Apon going onto a public server which I visit often I noticed symptoms of lag very much like those I had expeienced privately.
My ping was 50mS max, the other 16 players were on sub 60mS pings. At around the same time I pressed TAB and noticed 2 players with 65mS pings with scores of 67/10 and 85/14 on a TDM match with FF off.
I thought this to be very odd and spectated them for a few maps and there scores pretty much followed from map to map. Regardless of weapon or opposition.
It was then that I realised the lag also was present from map to map, and especially when one would come into contact or be near one of these aforementioned players in game.
Its interesting to note that when the said players left the game. The lag also ceased.
It is my opnion that a cheating client puts more load on a server by reason that it makes more requests for positioning of objects and rendering of objects then that of a non cheating client.
This quite simply means the server is sending more data to the client to render on the client such objects as people behind walls that would not normally be renderred by the client. As a non cheating client would not need to render a player behind a wall or door.
I hope you understand what I'm trying to say here. And I could very well be totally wrong, But its a theory I have and I'd welcome feedback from anyone who can help either prove or disprove it.
If it can be proven, it may be an alternative avenue for anti-cheat tools to use to catch potential cheaters.
Thanks
Kazper.