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Does anyone know how the sync checksum is calculated in W3GS_OUTGOING_KEEPALIVE packet ? This packet is rapidly sent from client to host and if host sees that checksum is wrong it disconnects the client.
Does anyone know how the sync checksum is calculated in W3GS_OUTGOING_KEEPALIVE packet ? This packet is rapidly sent from client to host and if host sees that checksum is wrong it disconnects the client.
I am guessing the host does not calculate it, only the clients do. The Host then disconnects players who have non-matching checksums.
These values are usually produced as a function of synchronous/deterministic game state or as a result of a sequence of events (every change to synchronous/deterministic game state changes it in some way).
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