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The Big Programming Thread - Page 498

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Thread Rules
1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution.
2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20)
3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible.
4. Use [code] tags to format code blocks.
Nesserev
Profile Blog Joined January 2011
Belgium2760 Posts
July 08 2014 17:45 GMT
#9941
--- Nuked ---
delHospital
Profile Blog Joined December 2010
Poland261 Posts
July 08 2014 17:50 GMT
#9942
Congatz on the successful troll, Nesserev. Initially I thought you were being serious...
Manit0u
Profile Blog Joined August 2004
Poland17871 Posts
July 08 2014 18:30 GMT
#9943
[image loading]
Time is precious. Waste it wisely.
Zocat
Profile Joined April 2010
Germany2229 Posts
Last Edited: 2014-07-08 20:35:01
July 08 2014 20:34 GMT
#9944
On July 09 2014 01:13 urboss wrote:
You could in theory solve the problem by encrypting all the game state variables.
My guess is that this would:
- be too much of a pain in the ass
- slow down the game noticeably
- assume that this is an actual issue for Blizzard (they can already detect maphacks with Warden)


http://crypto.stanford.edu/~dabo/pubs/papers/onlinegames.pdf

Is a good paper on that. And no, the downsides are barely noticeable.
Nesserev
Profile Blog Joined January 2011
Belgium2760 Posts
July 09 2014 15:40 GMT
#9945
--- Nuked ---
aksfjh
Profile Joined November 2010
United States4853 Posts
July 09 2014 15:57 GMT
#9946
On July 10 2014 00:40 Nesserev wrote:
Show nested quote +
On July 09 2014 02:50 delHospital wrote:
Congatz on the successful troll, Nesserev. Initially I thought you were being serious...

As far as I can see, you're the troll here...

Show nested quote +
On July 09 2014 05:34 Zocat wrote:
On July 09 2014 01:13 urboss wrote:
You could in theory solve the problem by encrypting all the game state variables.
My guess is that this would:
- be too much of a pain in the ass
- slow down the game noticeably
- assume that this is an actual issue for Blizzard (they can already detect maphacks with Warden)


http://crypto.stanford.edu/~dabo/pubs/papers/onlinegames.pdf

Is a good paper on that. And no, the downsides are barely noticeable.

It's just another step in the cat-and-mouse game, there's probably a way to 'one-up' it. The only way to really stop maphacking, is by making sure that the information is not on the other person's computer, but this isn't very practical either. Also, it only addresses one attack vector in a very expensive way...

I'm not a crypto-junkie, so maybe I'm missing something, but how would the client not have the same information for decoding the encryption that the software/game does and seeing the intersection?
delHospital
Profile Blog Joined December 2010
Poland261 Posts
July 09 2014 17:31 GMT
#9947
On July 10 2014 00:40 Nesserev wrote:
Show nested quote +
On July 09 2014 02:50 delHospital wrote:
Congatz on the successful troll, Nesserev. Initially I thought you were being serious...

As far as I can see, you're the troll here...

Show nested quote +
On July 09 2014 05:34 Zocat wrote:
On July 09 2014 01:13 urboss wrote:
You could in theory solve the problem by encrypting all the game state variables.
My guess is that this would:
- be too much of a pain in the ass
- slow down the game noticeably
- assume that this is an actual issue for Blizzard (they can already detect maphacks with Warden)


http://crypto.stanford.edu/~dabo/pubs/papers/onlinegames.pdf

Is a good paper on that. And no, the downsides are barely noticeable.

It's just another step in the cat-and-mouse game, there's probably a way to 'one-up' it. The only way to really stop maphacking, is by making sure that the information is not on the other person's computer, but this isn't very practical either. Also, it only addresses one attack vector in a very expensive way...

Let me quote you something from the paper:
We assume that the game has a peer-to-peer architecture,
as is the case for Starcraft II and most other fast paced
online games. That is, each party communicates directly
with the others without using a central server to manage the
game state. In slower games like World of Warcraft, where a
central server runs the game, security against passive attacks
is straightforward since the server only tells each client
precisely what the client is allowed to know. As we will see,
security in fast peer-to-peer games is much harder.

You can keep shouting "client-server", saying that I sound illogical, and calling me a troll all you want. That doesn't change reality.
Nesserev
Profile Blog Joined January 2011
Belgium2760 Posts
July 09 2014 17:55 GMT
#9948
--- Nuked ---
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2014-07-09 18:37:49
July 09 2014 18:23 GMT
#9949
I think I need to polish my OO/OOP understanding. When I say that, I mean the very basics not advanced topics like SOLID principles and has-a over is-a. Can anyone recommend a book or a source?

I'm being interviewed about this more and more and I'm not too sure if I do well enough. For example, I've been asked what a class is, and I said "a structure of data & methods" but I guess that's actually an object, and the class is just a blueprint. Overall, I want to clear up my own confusion regarding the basic OO topics.

If any of you isn't embarrassed, can you share how long after your graduation you were recruited to work as a software developer? I'm at this stage and I'm getting impatient. I'm trying to avoid the infamous 'unemployed' circle.
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
Last Edited: 2014-07-09 19:25:51
July 09 2014 19:23 GMT
#9950
On July 10 2014 02:55 Nesserev wrote:
Holy sh!t, did you just find an error in a paper by students from Stanford. This explains why I was confused while reading the later segments of the paper, they're treating SC2 as a P2P game...

That's weird, because a simple netstat proves that it's not P2P. Peer-to-Peer would imply that two users make a direct connection, and share resources directly, which is simply not happening.


Reading around a bit indicates that it's both. i.e. It's not strictly peer-to-peer as there's no direct connection with the other player(s). Everything is routed through a Blizzard server. However, the server may not do any actual validation, but just passes data from one "client" to the other. (It avoids disconnecting-to-avoid-loss tricks though).

As far as spectators causing lag goes -> I'm not sure how well defined a "spectator" is in terms of Blizzard's networking model. With GameHeart style maps, and custom games, you can switch players from spectator to player and back again. I imagine the engine treats everyone connected as a player.
delHospital
Profile Blog Joined December 2010
Poland261 Posts
Last Edited: 2014-07-09 20:24:07
July 09 2014 20:23 GMT
#9951
On July 10 2014 02:55 Nesserev wrote:
Holy sh!t, did you just find an error in a paper by students from Stanford. This explains why I was confused while reading the later segments of the paper, they're treating SC2 as a P2P game...

That's weird, because a simple netstat proves that it's not P2P. Peer-to-Peer would imply that two users make a direct connection, and share resources directly, which is simply not happening.

And to think that the paper received the "Best Student Paper" award at the 2011 IEEE Symposium on Security and Privacy despite making such a grave error!
Nesserev
Profile Blog Joined January 2011
Belgium2760 Posts
Last Edited: 2014-07-09 20:45:13
July 09 2014 20:26 GMT
#9952
--- Nuked ---
delHospital
Profile Blog Joined December 2010
Poland261 Posts
Last Edited: 2014-07-09 20:44:32
July 09 2014 20:32 GMT
#9953
Okay, so thanks to posts by R1CH, a paper by Stanford students, and lots of circumstantial evidence, now we all should be convinced that StarCraft II is a peer-to-peer game, where the game state of all participants is synchronized.

Sorry for repeating this question for the third time, but this doesn't let me sleep at night: given the above, can two players in a 1v1 game be affected by lag differently? Does an American playing on the American server have an advantage in terms of latency over his Korean opponent? If so, how is it possible?
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
Last Edited: 2014-07-09 22:30:26
July 09 2014 22:25 GMT
#9954
On July 10 2014 05:32 delHospital wrote:
Sorry for repeating this question for the third time, but this doesn't let me sleep at night: given the above, can two players in a 1v1 game be affected by lag differently? Does an American playing on the American server have an advantage in terms of latency over his Korean opponent? If so, how is it possible?


The server may not do validation (hence blink hacks), but it's probably involved in game state updates, synchronisation and timing.

(Note, I'm definitely guessing here... but from plenty of experience playing with a dodgy connection it's clear that when you press a button, and when the action actually "happens" are very different things).

With a local server, the player sends an update to the server. The actions in the update are applied / acknowledged / synched as taking place when that data arrives at the server, not necessarily when they are sent by the local machine. The distant player's updates get applied after a much longer round trip to the server, so he gets lag before his units respond to commands.

If when data arrives at the server is the "official" time that those actions took place, the distant player has more time before his machine reflects the correct state of the enemy units too, and so his reaction time is also going to be longer.
Nesserev
Profile Blog Joined January 2011
Belgium2760 Posts
July 09 2014 22:27 GMT
#9955
--- Nuked ---
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
July 09 2014 22:44 GMT
#9956
On July 10 2014 07:27 Nesserev wrote:
The terms Client-Server and P2P only reflect on how information is shared, and the connections that a computer makes. If that information isn't relayed from one computer to another through a direct connection, it's not P2P. It's that simple...


But in games, the term "server" is also used to indicate a machine running an authoritative simulation of the game used as a base by other players. The SCII server doesn't appear to do that. The "clients" are clearly not dumb terminals (hence "results disagree" and blink hacks)

It's a classic peer-to-peer lockstep model with a "server" in the middle to route stuff and synchronise, no?
delHospital
Profile Blog Joined December 2010
Poland261 Posts
July 09 2014 22:46 GMT
#9957
On July 10 2014 07:27 Nesserev wrote:
+ Show Spoiler +
On July 10 2014 04:23 netherh wrote:
Reading around a bit indicates that it's both. i.e. It's not strictly peer-to-peer as there's no direct connection with the other player(s). Everything is routed through a Blizzard server. However, the server may not do any actual validation, but just passes data from one "client" to the other. (It avoids disconnecting-to-avoid-loss tricks though).

As far as spectators causing lag goes -> I'm not sure how well defined a "spectator" is in terms of Blizzard's networking model. With GameHeart style maps, and custom games, you can switch players from spectator to player and back again. I imagine the engine treats everyone connected as a player.

The terms Client-Server and P2P only reflect on how information is shared, and the connections that a computer makes. If that information isn't relayed from one computer to another through a direct connection, it's not P2P. It's that simple...

On July 10 2014 05:32 delHospital wrote:
Okay, so thanks to posts by R1CH, a paper by Stanford students, and lots of circumstantial evidence, now we all should be convinced that StarCraft II is a peer-to-peer game, where the game state of all participants is synchronized.

Sorry for repeating this question for the third time, but this doesn't let me sleep at night: given the above, can two players in a 1v1 game be affected by lag differently? Does an American playing on the American server have an advantage in terms of latency over his Korean opponent? If so, how is it possible?

Seriously, you have a thick skull...

Anyway, yes, a person who lives closer to a server will have an advantage over his opponent.
Let's assume that processing time is nihil, and that communication in both ways (player -> server, server -> player) takes the same amount of time.

Imagine if person A(merica) is playing against person K(orea).
It takes 25 ms for A to send data to the server, and another 25 the other way around. Overall: 50 ms

It takes 100 ms for K to send data to the server, and another 100 ms the other way around. Overall: 200 ms
(I'm pretty sure it takes longer in reality.)

There's usually a buffer time that divides everything in frames (not to be confused with rendering frames)... let's assume that SC2 has a 125ms buffer. During that 125 ms buffer, all incoming information is processed, and when it's done, information is send back.

Player A
Best case player A:
If player A sends a message at 100 ms into the current buffer, it takes 25 ms to send the information, it arrives at 125 ms (just before buffer ends), takes 25 ms to send information back.
-> 50 ms after input, the change is shown on the screen

Worst case player A:
If player A sends a message at 101 ms into the current buffer, it takes 25 ms to send the information, it arrives at the beginning of the next buffer (125 s buffer time), it takes 25 ms to send the information back.
-> 175 ms after input, the change is shown on the screen

If a message is send before 100 ms (which is the case for most messages) into the current buffer, it still shows up in the current buffer. Hence it still feels fast. Only messages after 100 ms will feel slightly slower.

These are the times:
+ Show Spoiler +
Frame Time, Arrival at Server, Departure at Server, Buffer Time, Onscreen Delay, Frame

0 25 125 100 150 same frame
5 30 125 95 145 same frame
10 35 125 90 140 same frame
15 40 125 85 135 same frame
20 45 125 80 130 same frame
25 50 125 75 125 same frame
30 55 125 70 120 same frame
35 60 125 65 115 same frame
40 65 125 60 110 same frame
45 70 125 55 105 same frame
50 75 125 50 100 same frame
55 80 125 45 95 same frame
60 85 125 40 90 same frame
65 90 125 35 85 same frame
70 95 125 30 80 same frame
75 100 125 25 75 same frame
80 105 125 20 70 same frame
85 110 125 15 65 same frame
90 115 125 10 60 same frame
95 120 125 5 55 same frame
100 125 125 0 50 same frame
105 130 250 120 170 next frame
110 135 250 115 165 next frame
115 140 250 110 160 next frame
120 145 250 105 155 next frame
125 150 250 100 150 next frame



Player K
Best case player K:
If player K sends a message at 25 ms into the current buffer, it takes 100 ms to send the information, it arrives at 125 ms (just before the buffer ends), takes 100 ms to send information back.
-> 200 ms after input, the change is shown on the screen

Worst case player K:
If player K sends a message at 26 ms into the current buffer, it takes 100 ms to send the information, it arrives at the beginning of the next buffer (125 s buffer time), it takes 100 ms to send information back.
-> 325 ms after input, the change is shown on the screen

If a message is send before 25 ms (only 1/5th of the messages), they will arrive in the same buffer, but they will feel slow because of the lag. Most messages will arrive in the next buffer, so most commands will feel significantly slower.

These are the times:
+ Show Spoiler +
 Frame Time, Arrival at Server, Departure at Server, Buffer Time, Onscreen Delay, Frame
0 100 125 25 225 same frame
5 105 125 20 220 same frame
10 110 125 15 215 same frame
15 115 125 10 210 same frame
20 120 125 5 205 same frame
25 125 125 0 200 same frame
30 130 250 120 320 next frame
35 135 250 115 315 next frame
40 140 250 110 310 next frame
45 145 250 105 305 next frame
50 150 250 100 300 next frame
55 155 250 95 295 next frame
60 160 250 90 290 next frame
65 165 250 85 285 next frame
70 170 250 80 280 next frame
75 175 250 75 275 next frame
80 180 250 70 270 next frame
85 185 250 65 265 next frame
90 190 250 60 260 next frame
95 195 250 55 255 next frame
100 200 250 50 250 next frame
105 205 250 45 245 next frame
110 210 250 40 240 next frame
115 215 250 35 235 next frame
120 220 250 30 230 next frame
125 225 250 25 225 next frame



Reacting to Opponent's Moves
If A performs an action, it takes 25 ms to get to the server, add buffer time, and another 100 ms to arrive at K.
If K performs an action, it takes 100 ms to get to the server, add buffer time, and another 25 ms to arrive at A.

The most important part is the last part, because it shows how fast a person can react to an action.
- A sees an action by K 25 ms after a buffer has ended; K only sees his own action after buffer time + 200 ms.
- K sees an action by A 100 ms after a buffer has ended; A sees his own action after buffer time + 50 ms.

A will be able to react significantly sooner to the actions of player K, than vice versa.

Overall
Player with less lag will be able to act faster, and react faster.

There are other things involved, like game physics, that can change the feel of the game, and make it feel even slower/faster. I think this will be an interesting article for you:
http://buildnewgames.com/real-time-multiplayer/

I know how a client-server game works, no need to explain that in a 1000 word essay. If you believe that SC2 is not p2p, then assume we're talking about WC3. Is lag always symmetrical in WC3?
delHospital
Profile Blog Joined December 2010
Poland261 Posts
July 10 2014 01:36 GMT
#9958
On July 10 2014 07:25 netherh wrote:
Show nested quote +
On July 10 2014 05:32 delHospital wrote:
Sorry for repeating this question for the third time, but this doesn't let me sleep at night: given the above, can two players in a 1v1 game be affected by lag differently? Does an American playing on the American server have an advantage in terms of latency over his Korean opponent? If so, how is it possible?


The server may not do validation (hence blink hacks), but it's probably involved in game state updates, synchronisation and timing.

(Note, I'm definitely guessing here... but from plenty of experience playing with a dodgy connection it's clear that when you press a button, and when the action actually "happens" are very different things).

With a local server, the player sends an update to the server. The actions in the update are applied / acknowledged / synched as taking place when that data arrives at the server, not necessarily when they are sent by the local machine. The distant player's updates get applied after a much longer round trip to the server, so he gets lag before his units respond to commands.

If when data arrives at the server is the "official" time that those actions took place, the distant player has more time before his machine reflects the correct state of the enemy units too, and so his reaction time is also going to be longer.

Thanks for this post. It's all guesswork, but it does make quite a bit of sense. Below are some simple calculations, they seem to suggest that it is indeed possible for lag to be asymmetric.

Let's assume the following:
  • there's client A, client B, and server C sitting between them
  • it takes 25 ms for a packet from A to reach C and vice versa (50 ms round-trip)
  • it takes 100 ms for a packet from B to reach C and vice versa (200 ms round-trip)
  • there is no waiting for acknowledgements or other unnecessary stuff; if a client is about to simulate a frame, and hasn't yet received the list of actions scheduled for this frame by the other client, then we get a lag screen

A -- 25 ms -- C -- 100 ms -- B


Now, if C is just a dumb relay, then A, when sending to B a list of actions to happen in a frame, must do it 25+100+delta ms in advance (delta to account for latency variations and processing time). B->A also must send 100+25+delta ms in advance. So, in this case, the delay they are experiencing is identical, and equals to (time left in the frame window before bulk packet is sent)+125+delta ms.

However, if C is the one scheduling actions, as you suspect, then in the A->B case: A keeps spamming C with actions as soon as they are issued (A doesn't know when they are going to be scheduled, so he can't send them in bulk*). When C decides that the time's up for the frame for which actions are currently being gathered, this frame is scheduled to happen at max(25,100)+delta ms from "now", so that both A and B receive it in time.

So for A nothing has changed vs. the dumb relay version, as the total delay is: 25+(time left in frame window)+max(25,100)+delta ms.

But for B->A, things are looking differently: it is 100+(time left in frame window)+max(25,100)+delta ms, which is more than in the case of a dumb relay.

The "scheduling relay" approach sounds plausible, but what are the advantages to this? We increase the delay for the player on a worse connection, but what do we gain? Besides, is there a way to check if this is really how SC2 works?

* This definitely can be overcome, but that's irrelevant.
Fawkes
Profile Blog Joined May 2010
Canada1935 Posts
Last Edited: 2014-07-10 04:42:10
July 10 2014 04:33 GMT
#9959
The word and term isn't coming to my head.

https://docs.google.com/spreadsheets/d/sdfhdsjfdsjkfs/pubhtml?widget=true&amp&single=true&gid=0

What is the term used to describe the values after the ? (such as widget, single, gid etc...) I'm trying to figure out what these are called but it slips my mind so I can then look up what is available to me when trying to embed google spreadsheets.

I guess...maybe just URL parameters...
Taeyeon ~ Jennie ~ Seulgi ~ Irene @Fawkes711
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
July 10 2014 05:15 GMT
#9960
On July 10 2014 13:33 Fawkes wrote:
The word and term isn't coming to my head.

https://docs.google.com/spreadsheets/d/sdfhdsjfdsjkfs/pubhtml?widget=true&amp&single=true&gid=0

What is the term used to describe the values after the ? (such as widget, single, gid etc...) I'm trying to figure out what these are called but it slips my mind so I can then look up what is available to me when trying to embed google spreadsheets.

I guess...maybe just URL parameters...

URL params, specifically GET url params.
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