So you might hear about speed hacking a lot. Hell I promote not even the hacking part. Go in game right now on your server. Ready? Change your PC clock only a minute ahead and click Okay and go back to the running game. NOW you have learned how to speed bug? exploit? it's for sure not even hacking... Now there is of course people who do hack this also who will run it at a certain speed like 2x maybe 10x and such. What can you do when speed hacking? Well since the client nor server has 0 protection or even times events things like mining and traveling or logging and digging will in fact go as fast as your client goes and if your client is going 10x so will the process you do things at! I think we could do several sensors if possible... 1) time to break a block from another block event 2) from point a to point b Note all this should have backup of backups on the monitoring. What I mean by this is rather then ban someone for the system detecting it make them detect the person more then once. Not only this provide a good logging system maybe even consider a logging system based on each person. This way you could sort log files from biggest to smallest and such OR just have (number) beside the players name in the log indicating how many sensors they triggered) Now when you are also speed hacking check the server... [WARNING] Can't keep up! Did the system time change, or is the server overloaded? [WARNING] Can't keep up! Did the system time change, or is the server overloaded? [WARNING] Can't keep up! Did the system time change, or is the server overloaded? Now you know what helps contribute to server crashes and laggy servers. The same thing warping back and forth does but this is worse.. Please someone save our servers!
The problem really stems from the protocol. Since latency is an ever present aspect of the game, there is really no way to determine whether a player is speed hacking, or if lag clumps packets together. Once bukkit is a little more developed (still many missing hooks), this is something that I wouldn't mind testing to see if a good solution couldn't be developed. I've actually got a couple ideas, but I guess we need to be a little patient.
Could the server not calculate the maximum distance a player could travel between location updates? Seems like it would be pretty simple.
Assuming you could get the minecart speeds, d=vt (difficult mathematics, I know)... Is Minecart speedhacking a real issue?
I have seen players use this Speed "hack" in Godcraft. The worst part was that the players who used it, said that it wasn't hacking. This is true, however it is still not allowed. Obviously they wouldn't listen... Isn't this something Notch should fix?