Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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This is funnier:
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Now that's a laggy room list.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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This is funnier:
https://imgur.com/GwWDrLp.png
good to know that i still have kids treating me like a god..?
ban th euser and for **** sakes allow only 20 open worlds
thanks hg for making this much better and ty for my avatar aswell
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ban th euser and for **** sakes allow only 20 open worlds
I don't think it's as simple as that, first I don't think they have any way of knowing who it is doing it as they are probably using guests, and as for the only allowing x open worlds, I have a feeling there was a reason they couldn't do that, possibly due to how the playerIO rooms system works.
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LukeM wrote:I guess we're going back to guests being banned ;(
back to full retard you mean cause god forbid that someone should just disable world/room creation for guests
Would be best so. But the coders just ban guests.
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pipec wrote:This is funnier:
https://imgur.com/GwWDrLp.pnggood to know that i still have kids treating me like a god..?
Did I miss something in my 2 year absence?
onl like 3 guests per ip allowed
thanks hg for making this much better and ty for my avatar aswell
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onl like 3 guests per ip allowed
hackers can do anything, using many IP's isn't that hard for them to do, they could even break that 3 guests system to get into the game with many many more guests such as what happens when the game gets attacked.
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peace wrote:onl like 3 guests per ip allowed
hackers can do anything, using many IP's isn't that hard for them to do, they could even break that 3 guests system to get into the game with many many more guests such as what happens when the game gets attacked.
ofc make it seversided...
thanks hg for making this much better and ty for my avatar aswell
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Oray wrote:peace wrote:onl like 3 guests per ip allowed
hackers can do anything, using many IP's isn't that hard for them to do, they could even break that 3 guests system to get into the game with many many more guests such as what happens when the game gets attacked.
ofc make it seversided...
You can't, users can use VPNs to change their IP without the server having any way to find out
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i mean the 3 guest system
thanks hg for making this much better and ty for my avatar aswell
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Can't the current developers just terminate worlds that mark themselves as campaign without being such when it is detected and at the same time add a timeout system for open worlds where the world dies after X time without ANY message sent by the players???
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Can't the current developers just terminate worlds that mark themselves as campaign without being such when it is detected and at the same time add a timeout system for open worlds where the world dies after X time without ANY message sent by the players???
I'm not sure about the campaign thing as I don't know what the PlayerIO server allows you to do, but the timeout thing wouldn't work because then the world spammers would just send a message every few mins or so to keep it open.
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realmaster42 wrote:Can't the current developers just terminate worlds that mark themselves as campaign without being such when it is detected and at the same time add a timeout system for open worlds where the world dies after X time without ANY message sent by the players???
I'm not sure about the campaign thing as I don't know what the PlayerIO server allows you to do, but the timeout thing wouldn't work because then the world spammers would just send a message every few mins or so to keep it open.
It is possible to obtain the campaign thing as it is simply a mere RoomData key ("IsCampaign"), and if it is set to true whilst not being a true campaign, it automatically sets to false. I'm recommending making it kill the world instead, because it's obvious somebody is abusing RoomData.
Plus, if somebody keeps sending a few messages every few minutes, that'd pretty much kill the world automatically, as the user would leave.
This is because running world spamming takes up a lot of bandwidth. There is a certain amount of data being sent (e.g. extra accounts, or faster creation) that at a certain limit cap it starts disconnecting the users.
That's basically the largest issue with world spamming: no good internet - impossible to spam
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... if somebody keeps sending a few messages every few minutes, that'd pretty much kill the world automatically, as the user would leave.
This is because running world spamming takes up a lot of bandwidth. There is a certain amount of data being sent (e.g. extra accounts, or faster creation) that at a certain limit cap it starts disconnecting the users.
That's basically the largest issue with world spamming: no good internet - impossible to spam
I guess its quite unintuitive, but with computers large numbers sometimes arent that large anymore... Some people can place 1000 blocks per second, so it should be fairly easy to keep up with the few thousand messages a minute you'd need to keep all these worlds open.
Also as a sort of side-note: EE already sends around 3 messages every 10 seconds, time door on and off and an updatemeta (room name, play count etc), so an extra 1 message every 60 wouldnt make much of a difference
I have a tool that lets you see these sorts of things if you want to check it out yourself: https://lukesthings.com/messageLogger/
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