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Some notes regarding SC2 networking - Page 4

Forum Index > SC2 General
167 CommentsPost a Reply
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Motiva
Profile Joined November 2007
United States1774 Posts
March 25 2010 02:35 GMT
#61
R1CH godly as usual. Thanks
Zona
Profile Blog Joined May 2007
40426 Posts
March 25 2010 03:38 GMT
#62
Wow, even in-game play is server based. Blizzard is serious about keeping total control of the game in their hands. Not that it ever works with clever people always looking to circumvent controls.

But on a different note, Blizzard then should have massive amounts of gameplay data - if they analyze it correctly they can then see what strategies work and dominate, and which ones don't. Which units are used more often by players that win, etc. Which maps are more favored for races in various matches than others. And they'll also know at what time of day you play online, every day, but oh well.

I'm puzzled they're using TCP. Oh well to that, too.
"If you try responding to those absurd posts every day, you become more damaged. So I pay no attention to them at all." Jung Myung Hoon (aka Fantasy), as translated by Kimoleon
Daldus
Profile Joined March 2010
United States35 Posts
March 25 2010 03:48 GMT
#63
R1ch....what do you do for a living besides helping people?
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-03-25 03:53:36
March 25 2010 03:53 GMT
#64
On March 25 2010 10:46 R1CH wrote:
Show nested quote +
On March 25 2010 10:26 Zanno wrote:
Diablo 2 doesn't have a persistent world like WoW does, so most of the network code is offloaded on the players. It's much easier to keep track of inventories than it does to run a few thousand mobs.

By your own argument, SC2 has even less to keep track of - no persistent state to consider. None of the D2 netcode is "offloaded", all players connect to the Diablo 2 game server - it isn't a routed P2P system. Teleporting through several levels in Hell in D2 will generate more units than a typical SC2 game.

I don't think anyone should argue how d2 works to R1CH.

Thanks for the info bro, excellent posts per usual~
Undead_Knight
Profile Joined October 2009
Mexico4 Posts
March 25 2010 04:51 GMT
#65
I just wanted to point out the fact that stating that there is no way to drop hack with the current SC2 multiplayer architecture is incorrect. I'm not saying drop hacking is happening, I'm just giving my opinion (and knowledge) as an informatics security expert.

I can assure you there are ways to bypass the Blizzard servers so that you can send through a carefully crafted packet that will execute whatever you want in the remote client... or, in this case, crash him. These flaws are not easy to find, but they are always there

So don't take for a grant that there is no way to do something like a drop hack sometime in the future.
A twisted mind is a terrible thing to waste.
Ruthless
Profile Joined August 2008
United States492 Posts
March 25 2010 04:54 GMT
#66
Ah I was hoping there was a simple way to check latency in the beta client
Tyraz
Profile Blog Joined September 2008
New Zealand310 Posts
March 25 2010 05:32 GMT
#67
I don't have the game. Could anyone upload a wireshark cap to look through?
Then we could get a better idea of what is actually going on.
For those capping: it'd be nice if you could start capturing BEFORE you start up SC2, so that we can get an idea about how the auth gets set up and the packets are routed after you join a game.

It wouldn't surprise me if chat went through the server, and the game data was routed, which might give the impression of alot of TCP -> server chatter.

Naturally all this is speculation until we actually get a packet capture...
100% Pure.
tarpman
Profile Joined February 2009
Canada720 Posts
March 25 2010 05:40 GMT
#68
The final release is supposed to support offline/LAN play once you've authed with the B.net servers though, right? There was a poster earlier in the thread who suggested the perpetual B.net server involvement might be a beta-only thing -- I'm wondering whether he's on to something. I don't see why they'd use a centralized server for B.net games if they have to have the server code present in the client for LAN games anyway, other than automatic replay/stats capturing like someone mentioned above.

I'm also very puzzled by their choice to use TCP for the game protocol, even with nodelay. For one thing, if they were using UDP they would have the option of using the B.net server as a rendezvous server for NAT traversal, the way some people already do for BW when they host a game and then leave once it's started.

R1CH, would you mind elaborating a bit on how you came to the conclusion that the game data transport is TCP through the B.net server? I'm not doubting you, it's just my inner scientist wanting to double-check your reasoning ^^
Saving the world, one kilobyte at a time.
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
Last Edited: 2010-03-25 05:53:23
March 25 2010 05:50 GMT
#69
On March 25 2010 14:40 tarpman wrote:
R1CH, would you mind elaborating a bit on how you came to the conclusion that the game data transport is TCP through the B.net server? I'm not doubting you, it's just my inner scientist wanting to double-check your reasoning ^^


I'm not R1CH, but if you run a packet sniffer (logger) like tcpdump or Wireshark while playing the game, you can see what packets are coming to and from your computer. If the game data is sent in packets with TCP headers...it's using TCP.

And how do you tell what information is the game data? That might be tricky, but I suspect that if you don't see any UDP packets and instead are seeing only TCP packets, you might make a conclusion based on that.
Tyraz
Profile Blog Joined September 2008
New Zealand310 Posts
Last Edited: 2010-03-25 06:04:45
March 25 2010 05:51 GMT
#70
On March 25 2010 14 Myrmidon wrote:
Show nested quote +
On March 25 2010 14:40 tarpman wrote:
R1CH, would you mind elaborating a bit on how you came to the conclusion that the game data transport is TCP through the B.net server? I'm not doubting you, it's just my inner scientist wanting to double-check your reasoning ^^


I'm not R1CH, but if you run a packet sniffer (logger) like tcpdump or Wireshark while playing the game, you can see what packets are coming to and from your computer. If the game data is sent in packets with TCP headers...it's using TCP.

The chat probably IS the auth.
I.e. you HAVE to stay connected to the chat to be connected to the game.
Thus; routed game + auth, right?


What to look for:
If it IS all TCP traffic, look in the header to see where the destination address is after authentication.
Join a game with someone who's IP you already know and check the destination addresses. If his IP is showing up, then it's p2p.
100% Pure.
sword_siege
Profile Joined September 2002
United States624 Posts
March 25 2010 05:53 GMT
#71
Undead_Knight you're right. To say something is full proof in today's world is a strong statement. I believe the message stated was it's really hard to drop hack someone where as in the past it was relatively easy.
Psyonic_Reaver
Profile Blog Joined June 2007
United States4341 Posts
March 25 2010 06:14 GMT
#72
I'm on windows 7 64-bit and I see a DWORD (32-bit) and a QWORD (64-bit) R1CH says to use DWORD but I'm assuming he's on a 32 bit windows program. Should I use QWORD since I'm on a 64-bit?
So wait? I'm bad? =(
EGMachine
Profile Blog Joined February 2006
United States1643 Posts
March 25 2010 06:19 GMT
#73
R1CH once again is amazing!
I'm like, the coolest
omninmo
Profile Blog Joined April 2008
2349 Posts
March 25 2010 06:34 GMT
#74
thanks r1ch.
Xeris
Profile Blog Joined July 2005
Iran17695 Posts
March 25 2010 06:34 GMT
#75
am I the only one who thinks R1CH should be working at blizzard or something ?
twitter.com/xerislight -- follow me~~
Beardfish
Profile Blog Joined January 2006
United States525 Posts
Last Edited: 2010-03-25 06:47:44
March 25 2010 06:41 GMT
#76
I read that the registry tweak works in XP with no problems but it doesn't have an effect in Windows 7, can anyone confirm this?'

EDIT: It seems just as many people claim that it DOES have a positive effect on Windows 7... I don't know who to believe!
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
March 25 2010 07:37 GMT
#77
You are awesome man! Thanks for the in depth post.
Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
Late
Profile Joined August 2007
Latvia418 Posts
March 25 2010 07:59 GMT
#78
Thanks for the information R1CH!

On March 25 2010 15:34 Xeris wrote:
am I the only one who thinks R1CH should be working at blizzard or something ?


Forget it. We need him at Teamliquid!
ColorsOfRainbow
Profile Joined February 2010
Germany354 Posts
March 25 2010 08:03 GMT
#79
so he want a slave xD
bh.
Profile Blog Joined February 2009
United States342 Posts
March 25 2010 08:29 GMT
#80
On March 25 2010 15:14 Psyonic_Reaver wrote:
I'm on windows 7 64-bit and I see a DWORD (32-bit) and a QWORD (64-bit) R1CH says to use DWORD but I'm assuming he's on a 32 bit windows program. Should I use QWORD since I'm on a 64-bit?



I would love to know this as well <3
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