Option to disable map/mod hash checks for dedicated server

Option to disable map/mod hash checks for dedicated server

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Option to disable map/mod hash checks for dedicated server

Post by Licho »

To implement multi -engine support for lobby and proper missions support I need this feature.

Biggest problem with implementation is autohosts which don't know hashes of mod/maps because they change with each engine version.

It means users have to somehow manually download engine and rehash all maps/mods and send data to server before autohosts start working.

Similar problem is with missions that depend on rapid tag mod (mod which can change often). Such missions change hash too often and autohost wont be able to host them until some user has the correct mod and mission preloaded on disk.

I would like multi engine to work in really simple way for user. They join game and it downloads engine if it needs different version, mod and starts.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Option to disable map/mod hash checks for dedicated server

Post by Tobi »

Seems to me there is no real reason why it needs a hash in the first place.

It should be able to simply compare the hashes sent by all players as far as I can see. And then stop the game / show major warnings if not all players have equal hash.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: Option to disable map/mod hash checks for dedicated server

Post by Licho »

That would be really cool, it would simplify a lot of stuff :)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Option to disable map/mod hash checks for dedicated server

Post by AF »

I think it would be best to not include things like springarchive in the lobby hash, as this way the same content is needed, but engine versions are not.

To prevent sneaking in things, we can then do a full hash comparison engine side once the game has started. This way content has the same hash between engine versions, and cheating is avoided
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