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Red_

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  1. I truly appreciate the replies, but these are exactly the types of posts I was looking to avoid. If you do not have any first hand knowledge of the code base I would politely ask that you do not submit theory because it needlessly carries the thread off topic. I'll address the two replies, but I'd appreciate it if we could stick to factual knowledge rather than guesses, no matter how educated they may or may not be. subaru, Yes, various mods have been known to cause problems, that's a well documented fact. This thread looks to determine the root cause of those problems and what in the client code base can be adjusted to fix that problem. Chev, mod detection already takes place client side. The resources a mod uses are irrelevant to the server if the server is going to ignore them. In the most base way, all the server needs to determine is that if a single "Part part" is found that is not contained on Main.AUTHORIZED_PARTS (this can all be determined client side before connection) then it should mark client.setDefault(true) and the client be rendered as a default model for the remainder of the session. This means that it doesn't matter what version of a mod someone is using, the client is marked to send a default model in all instances. You can take it a step further by checking to see if the same mod is in use and if it is, display the actual modded truck/ part, or if it fails then display a default model. Again, checksums are absolute and would already determine if the mod versions were equal. As to your preferences, while I do respect your opinion, what you prefer is irrelevant because the thread topic is devoted to understanding the root of the problem, not necessarily what people would like to see in game. Preferences are moot until the root cause can be diagnosed. Edit: In fact, the best way would be to create a simple API for mod devs to use to develop specifically for TruckersMP. Then if a mod comparison fails a checksum the mod developer could simply use a variable to pre-specify which official truck model should be rendered as the default. Thanks, Phil
  2. First, thanks for taking the time to read this, but if you don't know the answer please don't post a link about "which mods are allowed". This is not a thread to discuss a particular mod, but rather a thread to understand, and perhaps address an oversight regarding, why the client actually crashes when another player sends it a request to render an unknown mod. Admittedly the solution seems pretty straight forward, and it would be mind blowing if nobody had yet considered it (which leads me to believe it may be an SCS limitation and not a TruckersMP design flaw), but why doesn't the client simply reject unknown mods and then render a default instead? Hopefully this pseudo-code helps people understand what I mean: Truck truck = client.getTruck(id); for (int i = 0; i < truck.getParts().size; i++) { Part part = truck.getParts(i); if (!Main.AUTHORIZED_PARTS.check(part)) { truck = Main.DEFAULT_TRUCK; } } render(truck); Obviously that's pretty raw but it should hopefully get the point across. Sure, you might end up with trucks not displaying correctly across different clients (most notably with respect to length). IE, if a mod lengthens a particular trailer, then the person rendering the default trailer might run into without realizing it, but that should only cause issues for the person running the non-standard trailer unless collision detections happen serverside. Otherwise, there is already enough lag that the rules require overtaking trucks to begin their pass at 60m. Since there are already problems that require such a large following distance it seems rather trivial to then worry about trailer lengths. Just my thoughts. Thanks, Phil Edit: And obviously the reverse can be done. Since TruckersMP does the equivalent of a checksum on startup and disables any unofficial mods, why not just give the player the option of using whatever mods they like and then only send a default truck and trailer to the server if an unsupported mod is being used?
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