Question regarding the innards of IW's MP engine
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Goodday everyone,
If this is too long and you did not read, (tl;dr.)
"Does every IW4M client have the list of client addresses and ports."
I have been playing a respectable amount of Popular Shooter Game 2 on the 4D1 network, and I have started to notice something.
A certain gaming session A, average K/D is between 2 and 5. All is fine. I can play for days.
A certain gaming session B, average K/D is lower than 1, I want to punch a garden gnome. Not relevant to my point. I can't play this for days.
My Point:
A certain gaming session C, average K/D is higher than 5. I do ridiculously well and I'm crying tears of manly joy. All is fine, until someone calls me a cheater, wallhacker or aimbotter.
In this certain gaming session C, it only takes 3-4 games at best before my client:
[*]Times out
[*]Steam connect fails
[*]Simply disconnects
[*]Hangs my system and needs me to reboot
This leads me to suspect there are underground going-ons (think mordor, batcaves), that allow certain players to 'kick' another player by means of a packet-tsunami. To back-up this suspect, I need to know whether or not any player's IW game client has all IPs of all other clients and all corresponding UDP ports. If this is the case, this may enable players to send a crapload of sensible, but useless packets to a certain client, way beyond the buffer's capacity.
If this is indeed the case, this would take the unmanagability of IW4M abuse to a whole new level, and I'm not even going to think about preventing this but rather, how do I protect myself against this?
In the mean while, I will be running a packet sniffer on my gateway to check for an overload of packets. I will report back.