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RE: [pygame] [OT] Preventing cheating in multiplayer games



Thanks for all the advice.  I was hoping for some magic answer but I
guess there isn't :) I'm probably just going to have to just rely on the
players not to cheat. I think that if anyone is suspected of cheating,
then the other players will avoid them. From what I've read so far, I
believe a P2P communication network for bringing players together with a
host to peers connection for each individual game so that way if any
cheating is done it is probably from the host. With this setup, any
sanctioned tournments or events that are played will have some sort of
mechanism outside of the application for screening trustworthy hosters.

: Christopher Armstrong <carmstro@twistedmatrix.com>:
: 
: Not sure how it works, but I believe the Freenet Peer-to-Peer system
: somehow stores data in the network in a fashion where no individual
: peer has access to his/her own data... (Perhaps some public-key scheme
: might be used?)

I looked into Freenet. Interesting idea -- each person tied to the
network sets aside storage space for use by the network as a whole.  The
idea being that once something is checked into the network, it survives
even with the original submitter leaving the network. I could do
something similar to actually distribute the application in chunks so
that no one person has the complete application.  The downside is speed,
since bringing up a freenet document can take several minutes for each
request.

: > There's a _lot_ of research/information about this out there, google
: > should help.
: 
: Indeed.

Found quite a bit.  Thanks.

Joel

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