70:
117:
29:
301:
variant of the protocol exists wherein players advance in time free of any negotiations with other players until interaction between players exists, known as a "lockstep mode." This mode may be defined by a certain area around a player, such as a sphere, in which the game world may be affected by the
288:
This can be acquired by placing a limit on the time in which a player can announce their action. If no action is sent within this period, other players do not announce their actions to that player and ignore any action that arrives too late.
277:
As all players must wait for all commitments to arrive before sending their actions, the game progresses as slowly as the player with the highest latency. Although this may not be noticeable in a
269:
Once all players have received the commitments, they reveal their actions, which are compared with the corresponding commitments to ensure that the commitment is indeed the sent action.
247:, in which a cheating client delays their own actions to await the messages of other players. A client can do so by acting as if they're suffering from high
315:
320:
181:
153:
160:
134:
42:
218:
200:
56:
254:
To avoid this method of cheating, the lockstep protocol requires each player to first announce a "commitment" (e.g.
379:
167:
251:; the outgoing packet is forged by attaching a time stamp that is prior to the actual moment the packet is sent.
305:
Such an interaction can only occur when, for example, the areas of influence surrounding two players intersect.
138:
149:
255:
384:
82:
17:
298:
127:
174:
91:
48:
282:
248:
87:
8:
360:
236:
244:
278:
328:
373:
258:
value of the action); this commitment is a representation of an action that:
324:
240:
69:
297:
To overcome the obvious drawback of the simple lockstep protocol, an
116:
361:"Cheat-Proof Playout for Centralized and Distributed Online Games"
265:
Easily compares whether an action corresponds with a commitment.
141:. Unsourced material may be challenged and removed.
292:
371:
349:Algorithms and Networking for Computer Games
327:, who developed the lock-step protocol for
57:Learn how and when to remove these messages
219:Learn how and when to remove this message
201:Learn how and when to remove this message
262:Cannot be used to infer the action; and
372:
139:adding citations to reliable sources
110:
63:
22:
13:
281:, real-time online games, such as
14:
396:
308:
285:, require much faster reactions.
38:This article has multiple issues.
115:
68:
27:
126:needs additional citations for
46:or discuss these issues on the
354:
351:, Jouni Smed and Harri Hakonen
342:
319:, a comprehensive write-up by
293:Asynchronous lockstep protocol
1:
335:
235:is a partial solution to the
272:
7:
363:, Baughman and Levine, 2001
81:to comply with Knowledge's
10:
401:
15:
18:Lockstep (disambiguation)
94:may contain suggestions.
79:may need to be rewritten
380:Cheating in video games
316:1500 Archers on a 28.8
283:first person shooters
135:improve this article
16:For other uses, see
237:look-ahead cheating
150:"Lockstep protocol"
385:Network protocols
245:multiplayer games
233:lockstep protocol
229:
228:
221:
211:
210:
203:
185:
109:
108:
83:quality standards
61:
392:
364:
358:
352:
346:
224:
217:
206:
199:
195:
192:
186:
184:
143:
119:
111:
104:
101:
95:
72:
64:
53:
31:
30:
23:
400:
399:
395:
394:
393:
391:
390:
389:
370:
369:
368:
367:
359:
355:
347:
343:
338:
311:
295:
279:turn-based game
275:
225:
214:
213:
212:
207:
196:
190:
187:
144:
142:
132:
120:
105:
99:
96:
86:
73:
32:
28:
21:
12:
11:
5:
398:
388:
387:
382:
366:
365:
353:
340:
339:
337:
334:
333:
332:
329:Age of Empires
310:
309:External links
307:
294:
291:
274:
271:
267:
266:
263:
227:
226:
209:
208:
123:
121:
114:
107:
106:
76:
74:
67:
62:
36:
35:
33:
26:
9:
6:
4:
3:
2:
397:
386:
383:
381:
378:
377:
375:
362:
357:
350:
345:
341:
330:
326:
322:
318:
317:
313:
312:
306:
303:
300:
290:
286:
284:
280:
270:
264:
261:
260:
259:
257:
252:
250:
246:
243:architecture
242:
238:
234:
223:
220:
205:
202:
194:
183:
180:
176:
173:
169:
166:
162:
159:
155:
152: –
151:
147:
146:Find sources:
140:
136:
130:
129:
124:This article
122:
118:
113:
112:
103:
93:
89:
84:
80:
77:This article
75:
71:
66:
65:
60:
58:
51:
50:
45:
44:
39:
34:
25:
24:
19:
356:
348:
344:
325:Paul Bettner
321:Mark Terrano
314:
304:
299:asynchronous
296:
287:
276:
268:
253:
241:peer-to-peer
232:
230:
215:
197:
188:
178:
171:
164:
157:
145:
133:Please help
128:verification
125:
97:
88:You can help
78:
54:
47:
41:
40:Please help
37:
239:problem in
100:August 2017
374:Categories
336:References
161:newspapers
43:improve it
273:Drawbacks
92:talk page
49:talk page
302:player.
191:May 2016
249:latency
175:scholar
177:
170:
163:
156:
148:
90:. The
182:JSTOR
168:books
323:and
256:hash
231:The
154:news
137:by
376::
52:.
331:.
222:)
216:(
204:)
198:(
193:)
189:(
179:·
172:·
165:·
158:·
131:.
102:)
98:(
85:.
59:)
55:(
20:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.