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Lockstep protocol

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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
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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.
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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
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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.
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To avoid this method of cheating, the lockstep protocol requires each player to first announce a "commitment" (e.g.
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Such an interaction can only occur when, for example, the areas of influence surrounding two players intersect.
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value of the action); this commitment is a representation of an action that:
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To overcome the obvious drawback of the simple lockstep protocol, an
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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:.

Index

Lockstep (disambiguation)
improve it
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quality standards
You can help
talk page

verification
improve this article
adding citations to reliable sources
"Lockstep protocol"
news
newspapers
books
scholar
JSTOR
Learn how and when to remove this message
Learn how and when to remove this message
look-ahead cheating
peer-to-peer
multiplayer games
latency
hash
turn-based game
first person shooters
asynchronous
1500 Archers on a 28.8
Mark Terrano

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