23.02.2018, 13:30
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250+ ping? seriously did you even try or see live any of what you're saying or is that talk off the sync thread? because me and almost all of my players have over 250 ping on my server and I've had 0 problems in sync or packet-loss/mis-order (it only happens with REALLY lagging players, above 400-500 ping and a packet loss spike)
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You should also review the release i made correctly as you clearly didn't understand it fully, the de-sync check works on a very smart way using OPU (jelly helped lots with this) which will detect the first hint of a packet-loss/misorder and flag the player as a desynced one.
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PHP код:
#define FL_MAX_WAIT_TIME 2
if(gettime() > FLaggers_Player[playerid][FLTicks])
{
FLaggers_Player[playerid][FLTicks] = gettime()+FL_MAX_WAIT_TIME;
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Again that is the case with every anti cheat (all anticheats in general) that use the server sided functions, anti money cheats, weapons, health,armour,god,teleport,airbreak i can go on, you can't really judge a standalone include on such a thing, because the desync problem is too general it can mess up any system.
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Exactly, which makes anti cheats way more harder than checking if server side stored health isn't matching client's and taking action solely on that.