How so? I'm fairly sure the client should be capable of handling a few messages per second. What would primarily seem to be the problem? The length of messages and/or the accumulation of many messages?Deadlift_pro wrote:the "fix" didnt fix anything, you can still fps lag people out via crash script and eventually crash them
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Chat lag bug abuse
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
ewlol
- Posts: 775
- Joined: Mon Mar 29, 2010 2:40 pm
Re: Chat lag bug abuse
Cool client Jiochan, who gave it to you?
-
crfernald
- Posts: 446
- Joined: Sun Jul 04, 2010 2:19 pm
- Location: on a house whit a computer
Re: Chat lag bug abuse
It's both. What do you mean several messages per second? When is that ever not going to be abused? How fast can you type and what would you say over area chat so quickly as a single person?loftar wrote:How so? I'm fairly sure the client should be capable of handling a few messages per second. What would primarily seem to be the problem? The length of messages and/or the accumulation of many messages?Deadlift_pro wrote:the "fix" didnt fix anything, you can still fps lag people out via crash script and eventually crash them
Why don't you have a 100 char limit per message and one or two messages per second limit. More than enough space and a time frame to send messages, problem solved. Really should have been the fix first time around.
-
shotgunn902
- Posts: 678
- Joined: Mon Aug 29, 2011 1:59 am
Re: Chat lag bug abuse
pretty much this. No one needs to talk that fast or really should humanly have the ability to.crfernald wrote:It's both. What do you mean several messages per second? When is that ever not going to be abused? How fast can you type and what would you say over area chat so quickly as a single person?
Why don't you have a 100 char limit per message and one or two messages per second limit. More than enough space and a time frame to send messages, problem solved. Really should have been the fix first time around.
Potjeh wrote:I can't take a moustacheless opponent seriously.
dagrimreefah wrote:Well, 19 months into playing, and NOW this is the most godawful, shittiest, laggiest game i've ever played. GG Jorbtard.
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Chat lag bug abuse
The fix I added was precisely to limit chat to three messages per second (with a temporary burst of up to 5 messages allowed). I think that ought to be enough for the frequency problem. Do you find this is not the case, or is the problem, indeed, the lengths of the messages?crfernald wrote:one or two messages per second limit.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
Valten21
- Posts: 2053
- Joined: Thu Feb 25, 2010 7:40 pm
- Location: Vancouver, Canada
Re: Chat lag bug abuse
You can crash yourself with a message to long, if that's worth anything. We didn't actually try it standing next to each other.
You may have foiled the plans of BAD-EVIL this time, but there is no rest for the wicked.
-
crfernald
- Posts: 446
- Joined: Sun Jul 04, 2010 2:19 pm
- Location: on a house whit a computer
Re: Chat lag bug abuse
It is both. Think of it like this, if you need to sink a ship you can do it in several ways. You can hit many small chunks of ice until the hull is torn to shreds, hit several moderate iceburgs and crack the ships ribs, or hit one big iceburg and snap yourself in half.loftar wrote:The fix I added was precisely to limit chat to three messages per second (with a temporary burst of up to 5 messages allowed). I think that ought to be enough for the frequency problem. Do you find this is not the case, or is the problem, indeed, the lengths of the messages?crfernald wrote:one or two messages per second limit.
The script Sarchi posted in Naowhut's thread doesn't seem to work as well now, but it still works to a degree. If you run a similar script with a larger text body and have it cycle faster, you crash the game just like before, no change.
A temporary burst of 5 messages is why your fix doesn't work, you can just compensate by spamming more data. With a fixed limit of three you'll likely make it so that only the person running the script will crash, but we can't test that unless you actually implement it.
If you limit both the message rate and char limit this problem will never arise again. It's a simple matter of removing the possibility of abusing the area chat system vs fixing a vulnerability in the chat system against one script of several.
Edit: To address Valten, if you run a script that's short enough not you crash yourself out, but still enough to abuse the system, you can crash other people. It's mainly trial and error and the sweet spot is rather wide. I'd imagine it is also dependent on your system and client.
-
cobaltjones
- Posts: 2725
- Joined: Tue Dec 07, 2010 1:27 am
Re: Chat lag bug abuse
What the hell kind of voodoo language is this game written in that multiple strings of text are able to crash the entire client? I sure hope Salem isn't java based.
-
MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Chat lag bug abuse
It's no voodoo crap, but something every MMO developer has dealt with since before we knew what MMOs were. When you try to cram through larger chunks of text, you need to feed more packets through along with all the other data packets trying to get through. If you beat on the wall hard enough with a hammer, it's eventually going to break, including breaking the server. By your logic, what voodoo language is the internet coded in that Denial of Service attacks work?cobaltjones wrote:What the hell kind of voodoo language is this game written in that multiple strings of text are able to crash the entire client? I sure hope Salem isn't java based.
Did you not watch the two interview videos on Salem? You're answer lies there. FYI, it's not Java that's the problem. I know some very well behaved Java based MMO clients.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.