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The term "lag switch" encompasses many methods of disrupting the network communication between a client and its server.
One method is by attaching a physical device, called a hardware lag switch, to a standard Ethernet cable.
A common aspect of real-time strategy games is the player's partial limitation or complete inability to see beyond the visibility range of individual game objects that are under their ownership (typically units and structures); this concept is controlled by a mechanism known as the fog of war.
The goal is to gain advantage over another player without reciprocation; opponents slow down or stop moving, allowing the lag switch user to easily outmaneuver them.
By flipping the switch on and off, the physical connection between the client and the server is disrupted.
The designers of video game console hardware have started to introduce built-in protection against lag switches in the form of voltage detectors, which detect a change in voltage when the switch is flipped.
Look-ahead cheating is a method of cheating within a peer-to-peer multiplayer gaming architecture where the cheating client gains an unfair advantage by delaying their actions to see what other players do before announcing its own action.
A client can cheat using this method by acting as if it is suffering from high latency; the outgoing packet is forged by attaching a time-stamp that is prior to the actual moment the packet is sent, thereby fooling other clients into thinking that the action was sent at the correct time, but was delayed in arrival. World-hacking is a generic term that refers to a method or third-party program that enables a user to exploit bugs and to view more of a level than intended by the developer.Aimbotting relies on the fact that each player's client computer receives information about all the other players, whether they are visible from the player's position on the playing field or not.Targeting is simply a matter of determining the location of any opponent relative to the player's location and pointing the player's weapon at the target.The application hogs the network bandwidth, disrupting the communication between the client and its server.