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RE: [MUD-Dev] distributed objects
> -----Original Message-----
> From: J C Lawrence [mailto:claw#kanga,nu]
> Sent: Tuesday, February 15, 2000 1:17 AM
> To: mud-dev#kanga,nu
> Subject: Re: [MUD-Dev] distributed objects
>
>
> On Mon, 14 Feb 2000 21:36:32 -0800 (PST)
> Brandon J Rickman <dr.k#pc4,zennet.com> wrote:
>
> > I've always been bothered by the "never trust the client" law. It
> > is misleading: it says you can't trust an _individual_ client, but
> > people interpret this as "you can't trust clients in general".
> > Shouldn't one be able to devise a robust distributed network
> > across several clients, such that errors (or cheats) on one client
> > will be detected when compared against other client results?
> UO demonstrated numerous cases of both breaches, in not trapping or
> reacting against violations of the extant protocol definition (the
> rule of "Rigorously adhere to standards in what you produce and be
> generous in waht you accept" doesn't apply in this case), and in
> blindly accepting and trusting variously wrong values from the
> client.
And keep in mind that we went into it being extremely paranoid in the first
place! We weren't being naive and assuming that everything would be
hunky-dory. I'd classify the sorts of stuff we saw in chronological order
as:
- data hacks. Alter the client-side art files and the like in order to make
targeting easier. A good example would be replacing all the walls with
outlines. This doesn't even touch the server.
- memory mods. This would be changing stuff in memory. We had virtually
nothing of any consequence here.
- sniffers. Try to get more info out of the data stream than what the client
ordinarily displays (this is what ShowEQ does)
- wedges. Creatively alter the data stream by filtering packets or
manufacturing packets. A good example in UO was another display hack--they
simply threw away the light level change packets arriving and replaced them
with full bright. Presto, no darkness in dungeons.
Also, we speak of a "utility phase" 8-9 months after launch. This is what
happened with UO, with M59, and with EQ: nice GUI hack and cheat programs
exactly 8-9 months after launch in all three cases. In M59's case it was
PKK; UO had UOE and many others.
-Raph
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- Re: [MUD-Dev] distributed objects, (continued)
- Re: [MUD-Dev] distributed objects,
Laurent Bossavit bossavit#cybercable,fr, Tue 15 Feb 2000, 21:44 GMT
- RE: [MUD-Dev] distributed objects,
Charles Hughes charles.hughes#bigfoot,com, Tue 15 Feb 2000, 03:39 GMT
- [MUD-Dev] Distributed Objects,
Justin Rogers digitec#spawn2000,com, Tue 15 Feb 2000, 05:39 GMT
- RE: [MUD-Dev] distributed objects,
Koster, Raph rkoster#origin,ea.com, Tue 15 Feb 2000, 19:08 GMT
- Re: [MUD-Dev] distributed objects,
Jon A. Lambert jlsysinc#ix,netcom.com, Tue 15 Feb 2000, 23:05 GMT
- Re: [MUD-Dev] distributed objects,
Charles Hughes charles.hughes#bigfoot,com, Tue 15 Feb 2000, 23:47 GMT
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