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Old 07-24-2013, 03:18 PM
Visual Visual is offline
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Quote:
Originally Posted by fadetree [You must be logged in to view images. Log in or Register.]
client a opens trade window
client a tells server to tell client b to open trade window
client b opens trade window
player a puts item in trade window
client a tells server who tells client b about it
client b acks
player b hits accept
client b takes item into inventory
client b tells server okie dokie
server TRIES to tell client a about client b now having the item but
DDOS fail fail fail
client a never gets told the trade finished, so it never removes the item
voila - DUPE

Rogean - you could look for people just standing around swapping items a lot back and forth at the usual ddos times
that begs the question, why isn't it programmed so the item is registered as removed from the offerer before it's registered as received by the recipient...

Better to have people petition for lost items than the market being flooded with artificial shit imo. You'd also see it getting more attention from the staff so they could alleviate the problem [You must be logged in to view images. Log in or Register.]
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Old 07-24-2013, 03:21 PM
Furinex Furinex is offline
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Originally Posted by Visual [You must be logged in to view images. Log in or Register.]
that begs the question, why isn't it programmed so the item is registered as removed from the offerer before it's registered as received by the recipient...
If I could find the post I would, but I read a post from someone in another thread, that the EQ code is an elegant code meant for a time period of greater mental fortitude and honor. Honor being the keyword. Being as this was an innocent time period, these things probably weren't thought of. Wish I could remember who said it so I could quote them directly, for it was a brilliant statement that holds real weight.
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Old 07-24-2013, 03:50 PM
Gadwen Gadwen is offline
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Originally Posted by Furinex [You must be logged in to view images. Log in or Register.]
If I could find the post I would, but I read a post from someone in another thread, that the EQ code is an elegant code meant for a time period of greater mental fortitude and honor. Honor being the keyword. Being as this was an innocent time period, these things probably weren't thought of. Wish I could remember who said it so I could quote them directly, for it was a brilliant statement that holds real weight.
Nice sentiment....but no.
  #4  
Old 07-24-2013, 09:57 PM
t0lkien t0lkien is offline
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Quote:
Originally Posted by Furinex [You must be logged in to view images. Log in or Register.]
If I could find the post I would, but I read a post from someone in another thread, that the EQ code is an elegant code meant for a time period of greater mental fortitude and honor. Honor being the keyword. Being as this was an innocent time period, these things probably weren't thought of. Wish I could remember who said it so I could quote them directly, for it was a brilliant statement that holds real weight.
Here you go:

Quote:
Originally Posted by t0lkien [You must be logged in to view images. Log in or Register.]
EQ was designed in a more innocent time [You must be logged in to view images. Log in or Register.]
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Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
Not as clumsy or random as a modern MMO; an elegant code for a more civilized age.
By the way, the *only* way to code an item exchange is to create it in the receiver's inventory before deleting it from the giver's in order to avoid the item being lost altogether in these very instances. That is rigourous code. The problem, of course, is it creates the opportunity for duping. Individual item numbers would have fixed that, but this being the first game of its kind I guess no-one foresaw the prospect of server-wide duping. Individual item tagging is standard practice now. I'm reasonably certain item exchanges are coded in a slightly different way too (a type of database escrow).

I know the same issue could happen on death - I died on Live once and when the server came up I was at my spawn point fully clothed with a full inventory. I went back to my camp and there was a fully clothed corpse, including my epic (so I had to delete one - that was the most difficult delete I ever did). I didn't want the second version left around anywhere incase there were checks. I profited in a small way because non-lore items were lootable so I took them. I felt bad about doing even that, so whatever I couldn't use was given away or destroyed.
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  #5  
Old 07-24-2013, 10:39 PM
Razdeline Razdeline is offline
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Originally Posted by t0lkien [You must be logged in to view images. Log in or Register.]
Here you go:





By the way, the *only* way to code an item exchange is to create it in the receiver's inventory before deleting it from the giver's in order to avoid the item being lost altogether in these very instances. That is rigourous code. The problem, of course, is it creates the opportunity for duping. Individual item numbers would have fixed that, but this being the first game of its kind I guess no-one foresaw the prospect of server-wide duping. Individual item tagging is standard practice now. I'm reasonably certain item exchanges are coded in a slightly different way too (a type of database escrow).

I know the same issue could happen on death - I died on Live once and when the server came up I was at my spawn point fully clothed with a full inventory. I went back to my camp and there was a fully clothed corpse, including my epic (so I had to delete one - that was the most difficult delete I ever did). I didn't want the second version left around anywhere incase there were checks. I profited in a small way because non-lore items were lootable so I took them. I felt bad about doing even that, so whatever I couldn't use was given away or destroyed.
Same thing happened to me during live, I died during extreme lag, came back and had a full corpse. I went back out to the same camp I was at and saw my corpse on the ground. I wonder if a method of this is being used to dupe. Too bad I was only in my 30's and didn't have anything of value.

Do you remember the exact scenario in which this occurred for you? Maybe if we can create the same environment we can reproduce the issue on p99.
  #6  
Old 07-24-2013, 03:25 PM
fadetree fadetree is offline
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Its just a classic synchronization problem. Its probably made worse by the coders wanting to err on the side of preventing losses rather than preventing dupes.
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  #7  
Old 07-24-2013, 03:53 PM
citizen1080 citizen1080 is offline
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Gadwen my friend....did someone shit in your cereal recently? You seem to be awfully negative lately on the forums =(
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  #8  
Old 07-24-2013, 04:00 PM
Gadwen Gadwen is offline
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Quote:
Originally Posted by citizen1080 [You must be logged in to view images. Log in or Register.]
Gadwen my friend....did someone shit in your cereal recently? You seem to be awfully negative lately on the forums =(
I must be spending too much time here.

I could elaborate in a more friendly way on the likelihood of the game being developed with honorable players in mind but It's just too much typing.
Last edited by Gadwen; 07-24-2013 at 04:07 PM..
  #9  
Old 07-24-2013, 03:56 PM
lecompte lecompte is offline
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Isn't duping classic? People duped things on the original servers. Why would it be wiped? Part of the classic experience! (as is getting banned after the exploit is found and removed)
  #10  
Old 07-24-2013, 04:08 PM
Sarius Sarius is offline
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Remove all duped items (if possible)
Perma ban everyone found to have duped and item that did not report it, no second chances
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