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by DefineOutside 1250 days ago
I've played with and studied netcode and I'm unsure what GTA netcode would even look like. I've seen cheats to the point where everyone is just teleported to the cheater, the cheater spawning millions of dollars, cheaters taking away millions of dollars from people, the cheater unlocking all the online collectables for everyone in the lobby at the same time, people screwing with singleplayer sessions, cheaters crashing games, and much more.

This doesn't surprise me at all. There seems to be zero validation that other people's actions. How was netcode even designed to players allowed to teleport and unlock collectable for one another? How does the client accept actions from other players in a singleplayer game?

This doesn't seem to be just standard peer2peer issues, it seems like Rockstar went out of their way to design the least secure netcode possible.

1 comments

How can the game handle another player pushing you if you don’t ‘accept actions from other players’?
by letting a dedicated server also simulate the world and all entities?

client send new origin to server -> server checks if everything is in bounds with the simulation/world -> tells other clients ur new position

And now everything is twice as slow and you need enormous server capacity. They chose a different system and not because they couldn’t think of your obvious idea.
I meant letting other players control your character, why is teleporting someone else to anywhere on the map a valid action?
Pushing another player is also teleporting them to somewhere else on the map. And if you think oh I’ll just have some limits they’ll just do the same thing in multiple frames.