![]() A dupe cannot occur without a failure in the server's code, and the zone servers are single threaded so you cannot create a timing exploit or race condition either. the server is controlling the exchange of items. ![]() Every time you delivery box, auction house, trade, etc. The server verifies that the NPC is real, verifies that there are items in each of those slots and enough of them, then looks up the IDs and compares them against the table of what the NPC is willing to accept.Ī few packets allow the client to say the item id and/or count, but the server will still verify the item in the slot has the same id and/or count and will either do nothing or boot you out of the game if they don't match up. When you trade to a NPC, the client tells the server which slots the items are in, how many of the item for each slot, and how many total slots, as well as the NPC's identifier. The server checks if there is an item in that slot and bag, and drops that many of them. Nothing you change on the client will make that change real on the server, because every action you do is sent as a reference to an item.įor example, when you drop an item, your client tells the server the slot the item is in, the bag the item is in, and how many of them are being dropped. You cannot simply dupe with a memory editor like some people are implying here the server is the authority and maintains the list of which item is in each slot of your bags, how many of them there are, any extra data on the item, etc. To the best of my knowledge, there are no active dupes in the game. That said, duping has nothing to do with this topic and it's silly people keep harping on it. (A more modern game is more likely to have unique identifiers for every instance of an item, so it's not very out there as an idea, there's just more reason to believe SE doesn't do it than there is to believe that they do.) My impression is that SE just stores your items in a similar format to the way the client does on their own servers. If the event was too far back, or the vulnerability occured in a manner that their event logs don't make it easily queriable or noticable, then it probably cannot be detected. Keep in mind that dupes require a specific vulnerability on the server and are patched shortly after coming to light. They have to find the event where the duped item was generated in their event logs to be able to verify it was duped. No, every item has an ID the server recognizes it by, and every instance of that item has its own unique identifier.This is almost certainly not true either, and you can back it up by looking at how many duped medals lasted past the bans. ![]()
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