Search found 6 matches

by Blubberbub
Fri Aug 05, 2016 4:26 pm
Forum: News
Topic: Friday Facts #150 - New Terrain Experiments
Replies: 57
Views: 24302

Re: Friday Facts #150 - New Terrain Experiments

Code: Select all

start update thread(); //update all the entities: update the game state for 0, 1 or more ticks so we get 60 UPS
I hope that is a simplification and you don't actually start a new thread in the main loop. ;)
by Blubberbub
Sat Jul 30, 2016 1:16 pm
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 14142

Re: Friday Facts #149 - Deep down in multiplayer

The cornerstone of this attack is of course the ability of the attacker to intercept replies from the server to the client. This is easy on a LAN. In the end this might not be a concern on a WAN as it seems to me considerably more difficult to intercept packages. But even if it's difficult it might...
by Blubberbub
Sat Jul 30, 2016 9:47 am
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 14142

Re: Friday Facts #149 - Deep down in multiplayer

If the attacker would connect itself he would get his own clientID but he would need the clientID of the victim which he can not get as it is sent to the victims IP. https://eu3.factorio.com/assets//img/blog/fff-149-new-multiplayer-connection.png The image suggests, that the client presents its cli...
by Blubberbub
Sat Jul 30, 2016 9:26 am
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 14142

Re: Friday Facts #149 - Deep down in multiplayer

So if the attacker knows the server ID, he/she can still run the same attack by sending 2 instead of 1 packet to the server? Or is the server ID random and different for every player? The attacker can't respond as he fakes the victims IP or he would DDOS himself ;). He would get one packet send to ...
by Blubberbub
Sat Jul 30, 2016 8:59 am
Forum: News
Topic: Friday Facts #148 - Optimizations for 0.14
Replies: 49
Views: 19388

Re: Friday Facts #148 - Optimizations for 0.14

Another speed improvement could be (if you are not yet doing it) to make the belts not tick update when they are not needed. So belt ticks are only requested when there is an update happening, like an inserter taking something from a belt (thereby updating all belts that lead into this one) or an it...
by Blubberbub
Sat Jul 30, 2016 8:32 am
Forum: News
Topic: Friday Facts #149 - Deep down in multiplayer
Replies: 38
Views: 14142

Re: Friday Facts #149 - Deep down in multiplayer

So if the attacker knows the server ID, he/she can still run the same attack by sending 2 instead of 1 packet to the server? Or is the server ID random and different for every player?

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