Blockland Forums > General Discussion
How Do Blockland Servers Work?
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Altiris:
I don't know how networking works too much when it comes to video games. I understand there are packets and those packets tell clients what is happening and stuff like that but what's the whole client and server side thing about?
People say the Blockland servers are entirely server sided (except for maybe bricks since you can save them) but then this thread here http://forum.blockland.us/index.php?topic=236549.0 states how a user created a hack that runs C++ code in the game and the hack has an Aimbot, Wall Hack, Health Bar and some type of freezing thin etc. How does this work? Is it because this data gets sent to clients or is it because C++ code is running and not TorqueScript? What things in Blockland are server sided and what are client sided?

(Please don't reply harsh or like a know it all, I obviously know that I don't know so there's no new to be rude about it)
Zeblote:
You can freeze because the client sends its next move to the server, and the server processed it. If no move is sent nothing happens.
Port:

--- Quote from: Altiris on July 14, 2013, 05:40:43 PM ---Aimbot

--- End quote ---

The client uses its own aiming vector and the positions of nearby players sent from the server (used for rendering and client-sided collision, for example), then does a few mathematical operations based on those two factors and sends an aiming vector update to the server.


--- Quote from: Altiris on July 14, 2013, 05:40:43 PM ---Wall Hack, Health Bar

--- End quote ---

The client renders information like player positions and its own health onto the screen every frame.


--- Quote from: Altiris on July 14, 2013, 05:40:43 PM ---some type of freezing thin

--- End quote ---

This is possible due to the way TGE's networking works. It's based off Q3A's networking, where the server only updates your player once it receives an update from your client. The client can simply not send any updates to stay in place.
Titanium Man:

--- Quote from: Port on July 14, 2013, 05:57:53 PM ---The client uses its own aiming vector and the positions of nearby players sent from the server (used for rendering and client-sided collision, for example), then does a few mathematical operations based on those two factors and sends an aiming vector update to the server.

--- End quote ---
do you know if it also includes the projectile's speed in its calculations?
Kalphiter²:
The client starts by sending packets that it wants to join, and the server replies back authentication takes place. The server starts sending datablock info. Ghosting involves receiving brick positions, colors. The served also tells the client the positions and velocities of players and vehicles at a rate of 32 updates per second with the default setting. The client will predict where these objects will be when the frame is redrawn (interpolation) until it receives an update.


Although access to player positions through the scripting engine has been blocked, the data still exists in memory and can be read by injection using another program. The injection program also functions as an aimbot that someone himself programmed.

If you want any further details, just ask.
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