[MUD-Dev] distributed objects
Tue Feb 15 09:16:13 New Zealand Daylight Time 2000
> -----Original Message-----
> From: J C Lawrence [mailto:claw at kanga.nu]
> Sent: Tuesday, February 15, 2000 1:17 AM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] distributed objects
> On Mon, 14 Feb 2000 21:36:32 -0800 (PST)
> Brandon J Rickman <dr.k at pc4.zennet.com> wrote:
> > I've always been bothered by the "never trust the client" law. It
> > is misleading: it says you can't trust an _individual_ client, but
> > people interpret this as "you can't trust clients in general".
> > Shouldn't one be able to devise a robust distributed network
> > across several clients, such that errors (or cheats) on one client
> > will be detected when compared against other client results?
> UO demonstrated numerous cases of both breaches, in not trapping or
> reacting against violations of the extant protocol definition (the
> rule of "Rigorously adhere to standards in what you produce and be
> generous in waht you accept" doesn't apply in this case), and in
> blindly accepting and trusting variously wrong values from the
And keep in mind that we went into it being extremely paranoid in the first
place! We weren't being naive and assuming that everything would be
hunky-dory. I'd classify the sorts of stuff we saw in chronological order
- data hacks. Alter the client-side art files and the like in order to make
targeting easier. A good example would be replacing all the walls with
outlines. This doesn't even touch the server.
- memory mods. This would be changing stuff in memory. We had virtually
nothing of any consequence here.
- sniffers. Try to get more info out of the data stream than what the client
ordinarily displays (this is what ShowEQ does)
- wedges. Creatively alter the data stream by filtering packets or
manufacturing packets. A good example in UO was another display hack--they
simply threw away the light level change packets arriving and replaced them
with full bright. Presto, no darkness in dungeons.
Also, we speak of a "utility phase" 8-9 months after launch. This is what
happened with UO, with M59, and with EQ: nice GUI hack and cheat programs
exactly 8-9 months after launch in all three cases. In M59's case it was
PKK; UO had UOE and many others.
MUD-Dev maillist - MUD-Dev at kanga.nu
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