Wallhacks in T3D
by David Stocker · in General Discussion · 04/14/2009 (6:03 am) · 3 replies
I’ve had TGE and TGEA as well as AFX for ages and I’m only now getting around to doing any serious work with them because I’ve been working on my game logic middleware. That is slowly coming to closure, so I’m considering the T3D plunge and starting with a clean slate on the engine side.
My question is this: do all clients on the server get the same data from the server? I.e. is it theoretically possible to do wallhacks? (I’m not asking about how well the data on the client is secured, but how it is sent from the server)
Here is my use case: A multiplier persistent world RPG (I don’t want to say MMO, because I’m thinking small). I want to be able to send different data to the clients depending on what their character can see/hear/etc. For example, one player might see a little girl. Another might see a demon instead; either by selecting a different submesh, or instantiating an entirely different object. Obviously, I don’t want the decision about what to display to be made at the client as I need to assume that the client is hacked.
Does T3S multicast level info to all clients, or can it selectively update them?
My question is this: do all clients on the server get the same data from the server? I.e. is it theoretically possible to do wallhacks? (I’m not asking about how well the data on the client is secured, but how it is sent from the server)
Here is my use case: A multiplier persistent world RPG (I don’t want to say MMO, because I’m thinking small). I want to be able to send different data to the clients depending on what their character can see/hear/etc. For example, one player might see a little girl. Another might see a demon instead; either by selecting a different submesh, or instantiating an entirely different object. Obviously, I don’t want the decision about what to display to be made at the client as I need to assume that the client is hacked.
Does T3S multicast level info to all clients, or can it selectively update them?
About the author
#2
Thats all I know anyway.
Chris
04/14/2009 (6:43 pm)
I read somewhere, that TGEA has some type of built in anticheat / hack prevention built in. I can't for the life of me remeber where I read this but it was in a list of features for a TGEA version of the engine.Thats all I know anyway.
Chris
#3
It's not trivial to add proper wallhack protection that doesn't cripple your gameplay - hence why you can't see it everywhere. Common implementations result in "popping" of ghosts that suddenly are visible, which isn't nice in twich games.
04/15/2009 (7:30 am)
It doesn't, apart from zone exclusion.It's not trivial to add proper wallhack protection that doesn't cripple your gameplay - hence why you can't see it everywhere. Common implementations result in "popping" of ghosts that suddenly are visible, which isn't nice in twich games.
Torque Owner Stefan Lundmark
Other than that, there's only a distance check to manage ghosting.
You can selectively change what is scoped by jumping into ShapeBase::onCameraScopeQuery () and do your own magic there, or follow the calls into whatever SceneGraph they're using in T3D.