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<H1>RE: [MUD-Dev] distributed objects</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: RE: [MUD-Dev] distributed objects </LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 15 Feb 2000 09:16:13 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


&gt; -----Original Message-----
&gt; From: J C Lawrence [<A  HREF="mailto:claw#kanga,nu">mailto:claw#kanga,nu</A>]
&gt; Sent: Tuesday, February 15, 2000 1:17 AM
&gt; To: mud-dev#kanga,nu
&gt; Subject: Re: [MUD-Dev] distributed objects 
&gt; 
&gt; 
&gt; On Mon, 14 Feb 2000 21:36:32 -0800 (PST) 
&gt; Brandon J Rickman &lt;dr.k#pc4,zennet.com&gt; wrote:
&gt; 
&gt; &gt; I've always been bothered by the "never trust the client" law.  It
&gt; &gt; is misleading: it says you can't trust an _individual_ client, but
&gt; &gt; people interpret this as "you can't trust clients in general".
&gt; &gt; Shouldn't one be able to devise a robust distributed network
&gt; &gt; across several clients, such that errors (or cheats) on one client
&gt; &gt; will be detected when compared against other client results?

&gt; UO demonstrated numerous cases of both breaches, in not trapping or
&gt; reacting against violations of the extant protocol definition (the
&gt; rule of "Rigorously adhere to standards in what you produce and be
&gt; generous in waht you accept" doesn't apply in this case), and in
&gt; blindly accepting and trusting variously wrong values from the
&gt; client.

And keep in mind that we went into it being extremely paranoid in the first
place! We weren't being naive and assuming that everything would be
hunky-dory. I'd classify the sorts of stuff we saw in chronological order
as:

- data hacks. Alter the client-side art files and the like in order to make
targeting easier. A good example would be replacing all the walls with
outlines. This doesn't even touch the server.
- memory mods. This would be changing stuff in memory. We had virtually
nothing of any consequence here.
- sniffers. Try to get more info out of the data stream than what the client
ordinarily displays (this is what ShowEQ does)
- wedges. Creatively alter the data stream by filtering packets or
manufacturing packets. A good example in UO was another display hack--they
simply threw away the light level change packets arriving and replaced them
with full bright. Presto, no darkness in dungeons.

Also, we speak of a "utility phase" 8-9 months after launch. This is what
happened with UO, with M59, and with EQ: nice GUI hack and cheat programs
exactly 8-9 months after launch in all three cases. In M59's case it was
PKK; UO had UOE and many others.

-Raph 



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] distributed objects</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00332" HREF="msg00332.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Laurent Bossavit <a href="mailto:bossavit#cybercable,fr">bossavit#cybercable,fr</a>, Tue 15 Feb 2000, 21:44 GMT
<UL>
<LI><strong><A NAME="00378" HREF="msg00378.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Thu 17 Feb 2000, 05:42 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00318" HREF="msg00318.html">RE: [MUD-Dev] distributed objects</A></strong>, 
Charles Hughes <a href="mailto:charles.hughes#bigfoot,com">charles.hughes#bigfoot,com</a>, Tue 15 Feb 2000, 03:39 GMT
</LI>
<LI><strong><A NAME="00319" HREF="msg00319.html">[MUD-Dev] Distributed Objects</A></strong>, 
Justin Rogers <a href="mailto:digitec#spawn2000,com">digitec#spawn2000,com</a>, Tue 15 Feb 2000, 05:39 GMT
</LI>
<LI><strong><A NAME="00325" HREF="msg00325.html">RE: [MUD-Dev] distributed objects</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 15 Feb 2000, 19:08 GMT
</LI>
<LI><strong><A NAME="00336" HREF="msg00336.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 15 Feb 2000, 23:05 GMT
</LI>
<LI><strong><A NAME="00339" HREF="msg00339.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Charles Hughes <a href="mailto:charles.hughes#bigfoot,com">charles.hughes#bigfoot,com</a>, Tue 15 Feb 2000, 23:47 GMT
<UL>
<LI><strong><A NAME="00346" HREF="msg00346.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 16 Feb 2000, 00:48 GMT
</LI>
<LI><strong><A NAME="00356" HREF="msg00356.html">Re: [MUD-Dev] distributed objects</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Wed 16 Feb 2000, 03:10 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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