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Seras Martagne
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Posted - 2003.07.04 23:36:00 -
[1]
This is my technical suggestion for solving the lag at the end of a warp.
Problem scenario :
The player is warping from A to B. At B, there may be lots of objects, perhaps left by a malicious exploiter aiming to kill the player. At the end of the warp sequence, the server downloads the B scene data to the player's client, which takes a long time. During this time, the player is vulnerable. It is not satisfactory for the server to send the object data earlier, because that could be abused by a hacked client (the 'radar' hack).
Solution :
(1) When the player initiates the warp at A, the server secretly generates a random session key.
(2) The server encrypts the B scene data using the session key. It sends the encrypyed data to the client. The client is unable to decrypt the data at this stage. This data is the "base".
(3) The warp sequence proceeds as normal. The server continues to send encrpyted B scene data if the B scene state changes during the warp. This data is a sequence of "updates".
(4) The warp sequence ends, the player has arrived at B. The server finally sends the session key (a few bytes) to the client. The client quickly decrypts all the data received during the warp ("base" + sequence of "updates") and builds its view of the scene at B.
The random key generation and encryption method should be cryptographically secure, but lightweight as to not cause too much load on the server. For the random key, ISAAC could be used ( See http://burtleburtle.net/bob/rand/isaacafa.html for an implementation ) For the encryption algorithm, Blowfish could be used ( See http://www.counterpane.com/blowfish.html ). Both of these algorithms can be freely used and are very fast.
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Evee
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Posted - 2003.07.07 11:08:00 -
[2]
But why would you want to waste time encrypting?? I'm sure the client is able to receive data without acting upon it.
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Zortiander
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Posted - 2003.07.07 14:16:00 -
[3]
Because any hacker could nicely take the info the client receives and use it for exploits.
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Seras Martagne
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Posted - 2003.07.07 15:52:00 -
[4]
Yes, the encryption is required to prevent an altered client unfairly making early use of the B scene data. This kind of alteration to a client is known as a 'radar' hack.
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Gussi
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Posted - 2005.06.17 01:45:00 -
[5]
I love the idea I'll give you that, but bah, no matter how "lightweight" this encryption could be I doubt this could be lag free, I'm no expert... but I again I love the idea 
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Vanamonde
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Posted - 2005.06.18 00:12:00 -
[6]
Bump-errrooooooooooooo 
Please do not bump really really really old threads (or even just very old threads for that matter)...
Click. 
EVE Forum Rules |
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