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16th March 2017, 07:32
#22
Originally Posted by
stevomitric
Negative things:
- Delay. When connected to the fake server i experienced a ping increase from 40-50 ms (regular) to 70-80 ms.
- All players connected to the fake server have same IP. Banning one fake player will result in banning them all.
- IF your fake server is on the same machine as your original server, players will have 0 GUID.
I did the same with my CoD UO Server. My Proxy is written in Java (multi-threaded) and works fine. No Ping increase at all.
I also get the client IPs with \rcon status for example. I mapped the local ports of the proxy to their original IP addresses. Then I simply replace them in "status" command.
I didn't solve the GUID problem, because I didn't need it. But it's possible for sure. I guess you have to use ipAuthorize and challengeResponse or something
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The Following User Says Thank You to fabio For This Useful Post:
kung foo man (16th March 2017)
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