• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:17
CEST 08:17
KST 15:17
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!32Weekly Cups (August 17-23): Zerg dominate the week5Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Balance hotfix patch 5.0.16b (July 16) Weekly Cups (August 17-23): Zerg dominate the week Starcraft2 player guess game is Coming~!
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
Pros React To: Calm's Big Brain Play Vs Mini [Personal Project Share] Terran Defense v0.60 !!!NEW BUG!!! FIRE ARCHONS [Visual] New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion
Tourneys
[ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [Megathread] Daily Proleagues Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7322 users

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
Stockholm4642 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
Stockholm4642 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
Netherlands10342 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
TL+ Member
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 States12252 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
Netherlands10342 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
TL+ Member
Prev 1 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Korean StarCraft League
02:00
KSL Week 91
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EnDerr 3
StarCraft: Brood War
Leta 160
Bale 56
ZergMaN 25
Sharp 6
Dota 2
NeuroSwarm187
League of Legends
JimRising 706
Super Smash Bros
hungrybox693
Westballz28
Other Games
summit1g5460
B2W.Neo581
WinterStarcraft485
C9.Mang0376
XaKoH 337
Livibee152
amsayoshi30
Organizations
Other Games
BasetradeTV60
[ Show 13 non-featured ]
StarCraft 2
• OhrlRock 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Light_VIP 71
• Azhi_Dahaki32
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2174
League of Legends
• Lourlo1155
Upcoming Events
GSL
4h 43m
AI Arena Tournament
10h 43m
Replay Cast
17h 43m
WardiTV Weekly
1d 4h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
GSL
3 days
PiGosaur Cup
3 days
Replay Cast
4 days
The PondCast
5 days
[ Show More ]
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-08-27
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
BSL 2026 LAN: Kraków
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL 2026 AUTUMN (S22)
Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.