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标题: 来自code-gen的星际争霸2局域网模拟器RC1视频 [打印本页]

作者: mikoo    时间: 2010-7-25 13:52
标题: 来自code-gen的星际争霸2局域网模拟器RC1视频

ugmbbc发布于 2010-07-25 12:01:07| 2714 次阅读 字体: 打印预览
感谢孙人华的投递
code-gen终于放出了星际争霸2局域网模拟器RC1视频,中文大意:
同学们,星际2的局域网破解已接近尾声。或许一部分人仍认为我们是骗子,但这无关痛痒。
无论如何,进入正题!
最近较忙,但团队的StarEMU项目完成得十分出色。既然许诺过,故今日送上视频演示。视频中是我自己用台机和笔记本联机进行的ZvP对战,所以得两头 忙活,视频里鼠标不动时我就在另外一端上建造。我主要操作虫族端。对战本身无关紧要,只是要说明比上次的模拟器流畅稳定了很多,延迟也得以改善。目前我们 正在着手处理些小问题,RC2将具有稳定的1v1和2v2功能。届时将有更多诸如截图和多人对战的证据。我们要对模拟器进行测试和确证,最终版本将在 SC2发布后释出。目前来看,不会很久。

我电脑比较垃圾,所以帧数一塌糊涂。

模拟器的相关技术细节:

0,工作原理和最初的模拟器一样,论坛中解释不下一百遍了。现在只是告诉各位同学RC1中的LAN模拟器如何工作。

1,当点击“发送数据”,会有发送成功与否的的弹出窗口,所发送的数据是我用服务器配置功能设定的。如此完成服务端和客户端的同步后,锁定游戏状 态。我要表达的概念是,配置过程中,服务端和客户端之间进行同步减少了延迟以提高游戏体验。当然视频中可见,同步尚未完美,我们还在努力解决。

2,为什么要有四个连接呢。很简单,三个用于游戏客户端,第四个用于2v2的裁判,这一功能还未完成。

3,鉴于这是局域网对战模拟,AI没有存在的必要,另外AI和局域网对战功能不兼容,在RC1中被禁用。我们将力争将AI加入以满足网友的要求。

4,服务端选项对话框里的70%选项工作正常,其他的还有待改善。但该选项并不重要。

5,插件功能目前为禁用状态。对于该选项,我们还有好多想法,稍后呈上。

6,反暴雪按钮包含敏感内容,视频录制前预先配置,而视频中未予展示。该选项包含了DLL文件注入、随机数据包、屏蔽官网、安全选项等,以支持局域网对战。该选项为主要选项,其他的就只是一般配置选项了。

7,当点击开始,随机注入的DLL禁用了战网验证并从Battle.net.dll夺取控制权。这还修改客户端上的SC2.exe和其他文件。

8,客户端必须先行离开,否则他就会死机。

9,无战绩统计,因为这是战网组件,而后者已被如愿禁用或许我们该设法重启战绩统计功能。

10,欢迎来电来函来人评论或询问!

--------------------还算华丽的分割线--------------------

关于对浩方SC2房间的设想:

一旦code-gen发布了局域网模拟器,只需修改浩方使其调用StarEMU,并像调用魔兽争霸和CS那样为其分配局域网地址将其纳入浩方,即可在浩方中联机对战星际争霸II



Ok folks. Here is almost final result of our work. We are aware 99% of you thinks of us as some kind of scammers but I really don’t know what we have gained with all this. If you do please let us know. Anyway, that is discussion for noobs who don’t know the difference between patata, krumpir or krtola.

Anyway!

Didn’t have the time lately to do stuff, because there are tons of projects to be worked on + RL. But my teammates made excellent work on StarEMU. But I promised a video today so here is a game I played yesterday. It is Zerg vs Protoss and I am playing myself vs myself in one room (PC and Laptop connected via Ethernet) so everything is slow because I am building on both sides so when you see my cursor standing still it means I am building drones, 3 gateways and a dozen zealots. But I am mainly playing Zerg. But since this is only a demonstration I don’t really care what is the battle. I just wanted to show that there is 90% less lag than last time and 90% more stability. There are known bugs of course and we are working on them. With RC2 who will be out by saturday we will get full blown 1v1 and 2v2 battles with even better overall performance. Then expect tons of videos and other proofs like screenshots of people playing in the room, video of people playing, etc. Final version will come out after SC2 makes it out. We need to verify and test the software but as I saw from SC2 code, it won’t take long.

My computer sucks so FRAPS-ing is horrible. I did my best for the video to be best quality and still manages to YouTube.

Now for some Technical Details about how it works.

0. First, you all remember the primal concept on how it works. It was explained on forums 100 times. What I want now is to tell you something how LAN Emulation in RC1 works.

1. When I click “Send Data” and you get a pop up message “Data Sent”, Data is NOT sent YET. It is sending during the server configuration when I press “CONFIGURE SERVER”. When I press that, synchronization between Server and Client is done. After that “GameState” is LOCKED and both are in “perfect” sync. Well, it’s not perfect, we are still working on it. But you get the idea. While configuring, Server Data is sent to Client and Client synchronizes with Server. This is done to reduce LAG and improve performance. Still needs to be worked on as you will see some lag in video.

2. Why are there 4 connections? Simple, 3 for Game Clients and fourth for the Spectator/Referee for 2v2. This is not yet functional.

3. AI is DISABLED in RC1 and will be in all future builds. Will be removed… No point in it really. This is LAN software, not AI fight.
EDIT: Some people have expressed desire for AI to be enabled. We will look into it. Problem is high incompatibility.

4. SERVER OPTIONS dialog speaks for itself. It has lot of options and 70% of them work. Some still need fixing and some need to be done, but that is not really important since those options are not critical.

5. PLUGINS are DISABLED for now. There will be some nice goodies that are planned for this. More info later.

6. ANTI-Blizzard contains touchy stuff and that’s why I didn’t open it in the video. I preconfigured it before I started recording. It contains the options for DLL Injection, Random Offsets Patching, Internal functions, Deny access to Battle.net, Security features and many other things that in fact ENABLE LAN play. This is the main Option component. Rest is just configuration.

7. When I Launched the game you saw a pop up with Random Offset and DLL Injection + usage of different rewritten DLL. After that, that DLL disabled Battle.net communication with SC2 and took over functions from Battle.net.dll. It also patched SC2.exe and some other files to start SC2 on Client computer. It is crazy stuff inside.

8. Client ALWAYS must leave the game first or else his computer will freeze.

9. There is no score screen because it is a Battle.net component and Battle.net is disabled. I wish it had. Maybe we will find a way to enable it.

10. Comments are always welcome. Even flame, we don’t care.



作者: 乐叔    时间: 2010-7-25 18:13
我又看到了一个新转贴王的诞生。。。




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