This seems safe enough...or is it?

There are no stupid questions, just stupid answers.
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Duion
Posts: 1082
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun Jun 10, 2018 11:05 am
All server code, meaning everything that is in scripts/server/* folder is not used by the client's local installation, but packed and send from the server to the client, so changing those scripts on the client will not do anything.

So it should be cheat proof. A more difficult case would be client commands to server where the server has code for, I don't know how this will work, but you could just test it.
Code_Man
Posts: 51
Joined: Fri Jan 26, 2018 9:12 pm
by Code_Man » Sun Jun 17, 2018 8:35 pm
Does this mean we can change server side code and host a server and anyone with compatible client settings can play a custom game?
Duion
Posts: 1082
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun Jun 17, 2018 9:51 pm
Does this mean we can change server side code and host a server and anyone with compatible client settings can play a custom game?
Yes.
Code_Man
Posts: 51
Joined: Fri Jan 26, 2018 9:12 pm
by Code_Man » Thu Jun 21, 2018 8:03 pm
Ok cool.

But no actual code server code is sent and executed right?

And since were at this, how much of the game can be changed by code that is embeded into a .mis?
Duion
Posts: 1082
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Fri Jun 22, 2018 8:32 am
As far as I understand, the server packs all his scripts and sends them to each client, thats why joining takes much longer than hosting.

Why would you want to embed code into a .mis file? I have some code in Uebergame that is supposed to support per mission script files, but no idea to what degree it works.

You can embed script files into any location as long as they are executed somewhere, but you should stick to the client/server layout.
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