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Some notes regarding SC2 networking - Page 7

Forum Index > SC2 General
167 CommentsPost a Reply
Prev 1 5 6 7 8 9 Next All
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
April 04 2010 00:36 GMT
#121
While it is technically possible to reduce map hacking with some clever coding and possibly imperceptible latency compromises, this was not done. The technical requirements for such impose a great deal on the latency of the game, and for an RTS latency is extremely important. Which brings me on to...


Yes and No to this paragraph. With todays CPU's the clever coding to reduce map-hackings feasibility wouldn't need to increase latency of the game in terms of the connection with the server only in terms of workload on either the players or servers cpu.

As complex a game SC2 seems to be it isn't that complex that clever coding wouldn't reduce the amount of data to be sent to vastly smaller amounts then ppl think are being sent. The only times things could get dicey or pushed to the limit are with 200/200 armies and that is already allowed for with effective responsiveness.

There are even ways of virtually eliminating any effective map-hacking with clever coding techniques with infinitesimal loads on even players 'old' cpu's. Why these things aren't done is somewhat a mystery but its quite common practice across the programming industry to code to spec rather then robustly to secure long term job security.
Tyraz
Profile Blog Joined September 2008
New Zealand310 Posts
April 05 2010 23:19 GMT
#122
On April 04 2010 09:36 Adeeler wrote:
Show nested quote +
While it is technically possible to reduce map hacking with some clever coding and possibly imperceptible latency compromises, this was not done. The technical requirements for such impose a great deal on the latency of the game, and for an RTS latency is extremely important. Which brings me on to...


Yes and No to this paragraph. With todays CPU's the clever coding to reduce map-hackings feasibility wouldn't need to increase latency of the game in terms of the connection with the server only in terms of workload on either the players or servers cpu.

As complex a game SC2 seems to be it isn't that complex that clever coding wouldn't reduce the amount of data to be sent to vastly smaller amounts then ppl think are being sent. The only times things could get dicey or pushed to the limit are with 200/200 armies and that is already allowed for with effective responsiveness.

There are even ways of virtually eliminating any effective map-hacking with clever coding techniques with infinitesimal loads on even players 'old' cpu's. Why these things aren't done is somewhat a mystery but its quite common practice across the programming industry to code to spec rather then robustly to secure long term job security.

I hope you have some examples of your 'clever coding techniques' and 'infinitesimal loads' rather than just a very large amount of jargon and accusations...

Also, why has this thread gone so long without posting a single wireshark capture to back up these claims?
100% Pure.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-06 01:25:05
April 06 2010 00:59 GMT
#123
On March 25 2010 05:00 R1CH wrote:

since latency is generally worse over TCP especially with regard to lost packets.

Map Hacking
it should be possible for the server to eliminate map hacking by only sending unit data for what a player can currently see.


DONT WORRY ABOUT LATENCY

first sorry for my bad english let me add this:

there is no packetloss in TCP and its way more stable, if a packet isnt received it will be resent until it is received and then continue with the next one... :

Blizzard calculate the ping for both players and send delayed packet in a way that both player will almost see thing at the same time.

Even if before it was UDP, with the possibility of sending delayed packet depending on the players ping, Now the actions are going to happen more simultaneously for the players.

Instead of feeling like your computer is skipping some frames when someone is lagging, it will be much smoother.

For the maphacking issue, yea you're right sending data only if the player can see in that range.

but all the data are needed for the replays... you cannot send these data at the end of the game because you never know if a player will drop or something...

The only possible option i can see is that Blizzard would keep all the game data and send them at the end of the game if a player request the replay... but i dont know if blizzard server could handle this... would take a lot more memory and would cause a lot more traffic issue.



So personally i dont think Blizzard will do something for maphacking... game is already beta they cannot change the whole tcp architecture to only send whats in players sight + finding a solution to the replays issue that it would cause....


someone_elses_lies@live.fr
Saturnize
Profile Blog Joined November 2009
United States2473 Posts
April 06 2010 01:10 GMT
#124
THANK YOU
"Time to put the mustard on the hotdog. -_-"
space_yes
Profile Joined April 2010
United States548 Posts
Last Edited: 2010-04-09 09:08:23
April 09 2010 09:04 GMT
#125
On April 06 2010 08:19 Tyraz wrote:
Show nested quote +
On April 04 2010 09:36 Adeeler wrote:
While it is technically possible to reduce map hacking with some clever coding and possibly imperceptible latency compromises, this was not done. The technical requirements for such impose a great deal on the latency of the game, and for an RTS latency is extremely important. Which brings me on to...


Yes and No to this paragraph. With todays CPU's the clever coding to reduce map-hackings feasibility wouldn't need to increase latency of the game in terms of the connection with the server only in terms of workload on either the players or servers cpu.

As complex a game SC2 seems to be it isn't that complex that clever coding wouldn't reduce the amount of data to be sent to vastly smaller amounts then ppl think are being sent. The only times things could get dicey or pushed to the limit are with 200/200 armies and that is already allowed for with effective responsiveness.

There are even ways of virtually eliminating any effective map-hacking with clever coding techniques with infinitesimal loads on even players 'old' cpu's. Why these things aren't done is somewhat a mystery but its quite common practice across the programming industry to code to spec rather then robustly to secure long term job security.

I hope you have some examples of your 'clever coding techniques' and 'infinitesimal loads' rather than just a very large amount of jargon and accusations...

Also, why has this thread gone so long without posting a single wireshark capture to back up these claims?


/agreed

There is no explanation as to what "clever coding" is and how it would necessarily guarantee the security of the game state if a client has all of the game data at any given time (ignoring minor discrepancies from lag).
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
April 09 2010 11:38 GMT
#126
On April 04 2010 09:36 Adeeler wrote:
Show nested quote +
While it is technically possible to reduce map hacking with some clever coding and possibly imperceptible latency compromises, this was not done. The technical requirements for such impose a great deal on the latency of the game, and for an RTS latency is extremely important. Which brings me on to...


Yes and No to this paragraph. With todays CPU's the clever coding to reduce map-hackings feasibility wouldn't need to increase latency of the game in terms of the connection with the server only in terms of workload on either the players or servers cpu.

As complex a game SC2 seems to be it isn't that complex that clever coding wouldn't reduce the amount of data to be sent to vastly smaller amounts then ppl think are being sent. The only times things could get dicey or pushed to the limit are with 200/200 armies and that is already allowed for with effective responsiveness.

There are even ways of virtually eliminating any effective map-hacking with clever coding techniques with infinitesimal loads on even players 'old' cpu's. Why these things aren't done is somewhat a mystery but its quite common practice across the programming industry to code to spec rather then robustly to secure long term job security.


This is a lot of words which say nothing
Paladia
Profile Joined August 2003
802 Posts
April 09 2010 11:56 GMT
#127
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?

Use 32-bit.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Paladia
Profile Joined August 2003
802 Posts
April 09 2010 11:59 GMT
#128
On March 25 2010 05:00 R1CH wrote:
. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

This is definitely wrong. Currently if an observer lags everyone has to wait for him just as if he was a player.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Hittegods
Profile Joined April 2007
Stockholm4641 Posts
April 09 2010 13:04 GMT
#129
On April 09 2010 20:59 Paladia wrote:
Show nested quote +
On March 25 2010 05:00 R1CH wrote:
. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

This is definitely wrong. Currently if an observer lags everyone has to wait for him just as if he was a player.

Reading comprehension isn't your strong suit. He first states how it is, then how it could be.
This neo violence, pure self defiance
Paladia
Profile Joined August 2003
802 Posts
April 09 2010 14:23 GMT
#130
On April 09 2010 22:04 Hittegods wrote:
Show nested quote +
On April 09 2010 20:59 Paladia wrote:
On March 25 2010 05:00 R1CH wrote:
. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

This is definitely wrong. Currently if an observer lags everyone has to wait for him just as if he was a player.

Reading comprehension isn't your strong suit. He first states how it is, then how it could be.
Please inform me then, where does he state how it currently is for observers?
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Hittegods
Profile Joined April 2007
Stockholm4641 Posts
April 09 2010 14:32 GMT
#131
On April 09 2010 23:23 Paladia wrote:
Show nested quote +
On April 09 2010 22:04 Hittegods wrote:
On April 09 2010 20:59 Paladia wrote:
On March 25 2010 05:00 R1CH wrote:
. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

This is definitely wrong. Currently if an observer lags everyone has to wait for him just as if he was a player.

Reading comprehension isn't your strong suit. He first states how it is, then how it could be.
Please inform me then, where does he state how it currently is for observers?


You may notice there is still the "Waiting for players" screen. Rather than allow the server to continue if one player is lagging, it pauses the game for everyone. This was done out of fairness I imagine, since if someone is lagging it would not be fair for them to have to engage the other players army. Technically there is no reason why the game can't keep going similar to how HoN handles latency where only the player lagging experiences any lag. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

The bolded part is concerning how SC2 handles lag, the italic part is relating to how HoN does it, and how it could be. Are things getting clearer?
This neo violence, pure self defiance
Paladia
Profile Joined August 2003
802 Posts
April 09 2010 14:45 GMT
#132
On April 09 2010 23:32 Hittegods wrote:
Show nested quote +
On April 09 2010 23:23 Paladia wrote:
On April 09 2010 22:04 Hittegods wrote:
On April 09 2010 20:59 Paladia wrote:
On March 25 2010 05:00 R1CH wrote:
. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

This is definitely wrong. Currently if an observer lags everyone has to wait for him just as if he was a player.

Reading comprehension isn't your strong suit. He first states how it is, then how it could be.
Please inform me then, where does he state how it currently is for observers?


Show nested quote +
You may notice there is still the "Waiting for players" screen. Rather than allow the server to continue if one player is lagging, it pauses the game for everyone. This was done out of fairness I imagine, since if someone is lagging it would not be fair for them to have to engage the other players army. Technically there is no reason why the game can't keep going similar to how HoN handles latency where only the player lagging experiences any lag. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

The bolded part is concerning how SC2 handles lag, the italic part is relating to how HoN does it, and how it could be. Are things getting clearer?
You didn't bold the part after. He claims that "this was done out of fairness". Obviously that does not apply to observers. Also, he says "Rather than allow the server to continue if one player is lagging", again, no mentioning of how it is for observers.

No where does he mention how it currently is for observers. I very much enjoy the irony of you attempting to point out flaws in others reading ability, however.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
Snipinpanda
Profile Blog Joined October 2007
United States1227 Posts
April 09 2010 14:49 GMT
#133
On April 09 2010 23:45 Paladia wrote:
Show nested quote +
On April 09 2010 23:32 Hittegods wrote:
On April 09 2010 23:23 Paladia wrote:
On April 09 2010 22:04 Hittegods wrote:
On April 09 2010 20:59 Paladia wrote:
On March 25 2010 05:00 R1CH wrote:
. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

This is definitely wrong. Currently if an observer lags everyone has to wait for him just as if he was a player.

Reading comprehension isn't your strong suit. He first states how it is, then how it could be.
Please inform me then, where does he state how it currently is for observers?


You may notice there is still the "Waiting for players" screen. Rather than allow the server to continue if one player is lagging, it pauses the game for everyone. This was done out of fairness I imagine, since if someone is lagging it would not be fair for them to have to engage the other players army. Technically there is no reason why the game can't keep going similar to how HoN handles latency where only the player lagging experiences any lag. In theory this should allow a large number of spectators to be in a game without impacting the latency for the players - if a spectator lags, who cares?

The bolded part is concerning how SC2 handles lag, the italic part is relating to how HoN does it, and how it could be. Are things getting clearer?
You didn't bold the part after. He claims that "this was done out of fairness". Obviously that does not apply to observers. Also, he says "Rather than allow the server to continue if one player is lagging", again, no mentioning of how it is for observers.

No where does he mention how it currently is for observers. I very much enjoy the irony of you attempting to point out flaws in others reading ability, however.


Right, which is why it's only in theory, not in practice ....
R1CH
Profile Blog Joined May 2007
Netherlands10340 Posts
April 26 2010 23:07 GMT
#134
After some more research it appears SC2 is routed peer to peer rather than server based. Very disappointing .
AdministratorTwitter: @R1CH_TL
diehilde
Profile Joined September 2008
Germany1596 Posts
April 26 2010 23:14 GMT
#135
On April 27 2010 08:07 R1CH wrote:
After some more research it appears SC2 is routed peer to peer rather than server based. Very disappointing .

lol. Somewhere in the southern parts of germany, Selector screams "FUCK YEAAAH!" T_T
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
April 26 2010 23:14 GMT
#136
On April 27 2010 08:07 R1CH wrote:
After some more research it appears SC2 is routed peer to peer rather than server based. Very disappointing .


I figured. They seemed to be pretty happy with that system in War3, and why reinvent the wheel? (That's rhetorical, obviously there are some significant benefits using a C/S system)
Moderator
Manaldski
Profile Joined January 2004
229 Posts
April 26 2010 23:50 GMT
#137
On April 27 2010 08:07 R1CH wrote:
After some more research it appears SC2 is routed peer to peer rather than server based. Very disappointing .


How did you find out this? I tested it and only had 2 connections coming out, one to their logon server and one to their game server, which gets initiated once i join/create a game. No other connections were going out from the computer while playing.
jacen
Profile Blog Joined April 2004
Austria3644 Posts
April 27 2010 16:08 GMT
#138
On April 27 2010 08:07 R1CH wrote:
After some more research it appears SC2 is routed peer to peer rather than server based. Very disappointing .

maybe because of beta?
war3 is client -> server, right?
why shouldn't sc2 be?
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
April 27 2010 16:09 GMT
#139
On April 27 2010 08:07 R1CH wrote:
After some more research it appears SC2 is routed peer to peer rather than server based. Very disappointing .


Why is that? Isn't it better for lower potential latency to be p2p?
"trash micro but win - its marine" MC commentary during HSC 4
R1CH
Profile Blog Joined May 2007
Netherlands10340 Posts
April 27 2010 16:13 GMT
#140
If it was true P2P like Brood War, that may be the case. But it's routed P2P, meaning all data travels through Blizzard's server first to overcome NAT and other issues. It's the same model used by War3.
AdministratorTwitter: @R1CH_TL
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