Comments (3)
这种一般是客户端和服务器一起算吧,客户端模拟结果进行显示,服务器返回结果后按策略修复调整
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- 毫无疑问,操作序列以 “服务端收到的” 为准(权威输入)。至于是服务端算结果,还是客户端算结果,都可以。因为操作序列一致,显然无论在哪边算结果都应当一致。
- 对于 JavaScript 项目而言,如果网络有做加密并非抓包破解,而是基于源码层面的破解;那么程序化的外挂式提交输入,也不是什么复杂困难的事情吧。
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1.就是大佬文章里说的:快速-无冲突,和快速-有冲突的问题,你的问题应该属于无冲突,就按无冲突的做就行了,cocos不知道,但是unity经常有丢帧问题,所以如果你的逻辑是根据每帧移动判断,要注意!,因为那个你懂的插件
2.作弊更多的要先拿到整体的准确的作弊比率,曾经一个游戏2%的作弊率,还是照样运行,每天很多人在线,很多作弊原因和解决方法知道但整个团队却缺少修改这些个作弊问题的意志
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Related Issues (20)
- 类型定义问题 HOT 2
- gRPC compatibility HOT 1
- 项目打包时报错:no such file or directory, open 'dist/package.json' HOT 1
- npm run sync错误 HOT 3
- Question: 对比近两年新出的 tRPC 项目 HOT 1
- 联机游戏的后端如何使用cocos的物理引擎 HOT 2
- 在TSRPC中使用export default interface导出接口后,npm run doc会报错
- nginx配置websocket报错 HOT 4
- 习惯断点调试,不知道vscode能不能操作 HOT 1
- 是否支持修改 ApiReturnSucc/ApiReturnError 的类型? HOT 1
- 请问如何让http和websocket使用同一端口 HOT 2
- npm test报错
- how this project relate/refer to tRPC HOT 1
- cocos creator 3.7.2无法使用 HOT 3
- ws和http如何共存 HOT 7
- 是否支持ChatGPT的流式传输? HOT 1
- server的实现是基于什么语言/框架?
- 希望能提供侦听的 ip 的设置,阿里云的 函数计算 3.0 中有一段说明,说是必须侦听 '0.0.0.0:port' 或 '*:port'
- 可以和 unity puerts 一起用吗? HOT 1
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