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The 0.3 Desync bug explained - Printable Version +- Las Venturas Playground (https://forum.sa-mp.nl) +-- Forum: Main Talk (https://forum.sa-mp.nl/forum-3.html) +--- Forum: Development (https://forum.sa-mp.nl/forum-16.html) +--- Thread: The 0.3 Desync bug explained (/thread-22442.html) Pages:
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The 0.3 Desync bug explained - Jerome - 02-20-2010 I think some people (with better connections) don't understand how much of a big deal this is, and although nobody can do fuck all about this (since it's Kye's problem) there are some things y'all should be aware of .. like the things this bug leads to. Together as a community SA:MP has pinpointed this down to 2 things, those being a slow internet connection .. and therefore, consequently - packet loss. The loss of data packets is what causes the desync problem (however, I'm pretty sure there is some dodgy network code in 0.3 as this was prevented in 0.2x) which then in effect, partially disconnects you from the server. Players may receive a brief pause in play or a long pause before this occurs. You may think you're going to timeout, but in actual fact you'll probably stay connected. Once you're desync'd anybody who is not in your immediate stream range at the moment of data loss will become desync'd to you and you will only see them as small triangles on the map. You won't be able to see them in person, the map is the only way. This is the same for vehicles, any vehicles not in your immediate stream range are removed, you won't see unstreamed vehicles on the map. Players and vehicles within your stream range will remain visible, but if a player comes into your stream range whilst you're desync'd and for example, starts fighting with one of the streamed in players you can see .. you will only see them shooting air. A player being desync'd from the server is a pretty serious breach of security in my eyes .. because you cannot control the player after desync .. they're still connected and until they timeout completely or until they /quit and server sided (scripted) commands will not work on them (some may, for example estroe closed my connection somehow the other day .. pretty neat). In my testing I found that server sided, script related code is ineffective whilst affected by this bug. The other problem with that is ... stuff like, anti cheat ... it won't work on desync'd players. So if a player is by the ship for example (see image below) you can spawn miniguns and whatever the hell else you want and anti cheat can't touch you (tested on other servers .. mainly PartyServer ) obviously the script still works, so if the player is registered they will still be banned the next time they come login, etc. but at that immediate moment in time ... they can't be kicked or anything and if they are unregistered, then they can do whatever they want and get away with it. It won't be long (probably already happened) before people start exploiting this as a hack. I'm surprised Kye isn't doing more to resolve this issue, I'd be pretty pissed if I couldn't control a cheater on my server.So ... there's my essay lol .. correct me on anything I got wrong, but I'm pretty sure that sums it up.
Re: The 0.3 Desync bug explained - HoldeN - 02-20-2010 i h8 it so bad Re: The 0.3 Desync bug explained - Jerome - 02-20-2010 Lol it sucks , huh? If it wasn't for this HUGE flaw .. 0.3 would be pretty flawless. Re: The 0.3 Desync bug explained - Munch - 02-20-2010 Yeah I hate that too. What's even worse is, if you type, even though your chatbox is dead (disconnected) other people can still see what you type. You could accidently say something racist while rage-typing about being disconnected, not knowing other people would actually read it...then you find out they read it. And even on IRC you can see what you type. I never got this in SA-MP 0.2x or any version before that, and I've never got this on any version of MTA (Race or DM)... Am sure during SA-MP 0.3's early developement, Kye mentioned something about abandoning something that was in all the other releases and people weren't too happy about it. Can't quite remember what it was, but perhaps that was what stopped this in the previous versions. Re: The 0.3 Desync bug explained - SaDist - 02-20-2010 Let's change back to 0.2 \o/ Re: The 0.3 Desync bug explained - Jerome - 02-20-2010 (02-20-2010, 01:07 AM)Munch link Wrote:Yeah I hate that too. What's even worse is, if you type, even though your chatbox is dead (disconnected) other people can still see what you type. You could accidently say something racist while rage-typing about being disconnected, not knowing other people would actually read it...then you find out they read it. And even on IRC you can see what you type. Lol .. oops. I'm sure I've gone crazy a few times when it's happened, but now .. everytime it happens since the "fix" aka RC4 .. the chat stays alive .. Re: The 0.3 Desync bug explained - Mike - 02-20-2010 (02-20-2010, 01:26 AM)GothicDolls link Wrote:Let's change back to 0.2 \o/ Nah, lets go back to .1b. oll:
Re: The 0.3 Desync bug explained - Maka - 02-20-2010 (02-20-2010, 01:07 AM)Munch link Wrote:Am sure during SA-MP 0.3's early developement, Kye mentioned something about abandoning something that was in all the other releases and people weren't too happy about it. Can't quite remember what it was, but perhaps that was what stopped this in the previous versions. That's nothing. He was "abandoning" SA:MP to create "Grand Larceny", which basically was the same thing. Re: The 0.3 Desync bug explained - Munch - 02-20-2010 (02-20-2010, 09:57 AM)Maka link Wrote:That's nothing. He was "abandoning" SA:MP to create "Grand Larceny", which basically was the same thing. Ahah I think I remember reading that somewhere...doesn't seem to have gone well considering all I can say about it is I THINK I remember reading about it. Re: The 0.3 Desync bug explained - Jerome - 02-20-2010 Wth .. Grand Larceny = the gamemode the server files were first issued with .. was pretty nice for a basic gamemode. |