Tile Based MMORPG Motion Protocol

I am working on a tile based MMORPG and I have a problem.

Each user has a fixed position (one tile) all the time, so other users can see him there and can’t switch to this plate. Thus, in each tile there is only one object or user.

If the user becomes invisible, other users cannot see him, but they still cannot go to his tile.

My question is, should the client know the position of all users (even invisible)? The problem with this approach is that some users managed to hack into the client and see invisible users.

One of my ideas was that the client should not know about the position of users, and before moving to the server, will there be access to the tile where ho wants to go, but the problem is the delay that we have.

FYI, a client / server protocol builds with TCP / IP.

+3
source share
1 answer

You must definitely follow the second approach in order to have a secure MMORPG.

In fact, the logic should be completely shared between the client and server. Although the customer should just be

  • "visual thing" capable of displaying the world
  • input interface allowing players to perform actions

the server should take care of everything else.

So, for example, you should handle the movement in something like:

  • " "
  • , .
  • , ( )
  • , , .

: , .

:

  • , .
  • ,
+4

Source: https://habr.com/ru/post/1735158/


All Articles