Hard Light Productions Forums
General FreeSpace => Multiplayer => Topic started by: FUBAR-BDHR on June 30, 2008, 08:23:23 pm
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I was just doing some testing running debug build on both host and client to see if some errors where fixed or not. Anyway I logged in to FS2netD twice and started a game. Client side crashed so I figured I'd just alt-j the host instead of escaping. To my surprise stats were saved successfully. Nice 0 kills, 0 shots fired, 0 everything except time mission. I thought there was a built in safety that stats would only save if there was at least one player left at the end of a game. It was to prevent cheating. Basically the host starting a game and kicking all the clients to get all the kills and stats for himself. Same reason there is the stats will not save message if you try to start a game yourself. Has this been removed on purpose?
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It will save stats if the game started with more than one person, even if there is only one person left when it comes time to save stats. After all, it would suck to play a game only to have your stats tossed due to no fault of your own, only because the person you are playing with got their connection dropped. The FS2NetD code has always done this, and the old PXO code does the same thing. Also, the old PXO code does nothing to prevent/handle a host kicking all clients to get the stats either.
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OK then no problem. I could have sworn that PXO would not save stats if the host was the only one left. Either way I like it better this way as long as people don't abuse it somehow.
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There are far easier ways to cheat than by exploiting this particular issue. This is an open source project after all, so it really doesn't take a lot of effort to bypass all of the cheat protections. :)
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True. Guess I just remember some of those get ahead any way possible players that helped ruin PXO. That was one of the downsides to stats in the first place. Another was finding people to test missions that weren't validated. Only plus side was those people that were playing for stats were the ones on all the time.
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Cheaters, if found out, will just need to be reported and they'll be banned. At the very least their account will be suspended and the fact that they are a cheater will be boldly displayed on the FS2NetD website. And if it actually comes down to it they will be IP banned as well.
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That's good enough for me. And it's nice not to lose score because a client legitimately lost his/her connection :)
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I just have to remember to not alt-j when testing against myself.