I think online game prevention should be controlled from server code. If the code is written, BUG will be difficult to be discovered by the player. I don't agree with an extensive, but I can't do online games. According to my understanding, some plug-in principles: first is the first plug-in: Stone and magic will appear off, because its mobile message mechanism is the client to report its new coordinates and characters to the server directly, the client Not every step, but reach a certain time, maybe it is one second. Under normal circumstances, you can take a three steps per second, and you can send a new coordinate to the server directly to the server. As the servers of the nematic, the distance between the two coordinates is not checked, so it can be large. Later, I changed the code, and if the new coordinates exceeded 3, it was considered an external, immediately disconnected. But 3 steps are shifted or no, jump or jump to boss, because 3 steps to report a coordinate is the minimum requirement of this engine. The server can't check if there is obstacle between the two coordinates or there is no BOSS (may not take the requirements at all, or check them will cause the CPU usage to be too high). I have never been seen from UO, the legend, and it is unable to pass, because their mobile message mechanism is different, and each move is reported to the server, and each mobile is reported once. The coordinate is the server back to the client. The client only determines the right to move the direction, and there is no right to decide the coordinates. If you want to move in the direction of the wall or other characters, the server will find and may bounce back (the legend does not play, UO is a sure). According to this conclusion, three steps are the "dead hole" of the stone type engine, the solution is: do the walls to do the groove wide, more than three steps. I don't want to put in the middle of the road. He must have a thick door behind him, defeating him to make the door to disappear for a while, and three steps are invalid. Aggest: 1, ordinary network acceleration, this is unparalleled. In general, when the network program sends a message, if the message is short, the system will automatically hold it for 0.1 seconds, see if there is one or a few messages, if there is a message, the system synthesizes a full package to send out . This is a network inherent delay, and the method of programming makes this delay. Remove this delay is a legal behavior, the system itself gives the user's choice. However, it is usually unsteady, because the message package is small, the number of packets is greatly increased, and the load of the switch and the router is increased. It will adversely affect the backbone network, and throw garbage in the street belongs to the same nature. Some plug-in achieve this acceleration by setting the mode of communication, it is unfair to players who do not have plug-in. This type of acceleration can not be great to the magic baby, there is a clear effect on Uo and the legend, and you can't do it in the pk. 2. Using the system bug acceleration: The acceleration of the stone will belong to this type. The stone customer program is cured in the internal cure, and the character's move is slowly determined by this timer. Stone plug-in (Taiwan version SADE source code I have seen) is to obtain a timer code address with an anti-assembly method, and modify the code in the memory to achieve time-controlled, the hacker master is (for its anti-assembly level deeply ). This plug-in is popular until Huasheng bought the stone source code, and it has been modified for it. Later, the server may do the following: Record the time slice for each movement and battle, the client is time difference, if the system allows the system is disconnected if the system is allowed. The end of the battle is time difference, and if it is too fast, it is the plug-in. That is to say, it is not difficult to clean up from the server design.