There are players using EUO scripts to flood target requests, the flood itself isnt the problem, the problem is, RunUO is not validating the target ID, meaning they can flood and as soon as the target is created server-side that target request will be processed, they can gain a great amount of time, basically it is possible to target without really receiving a target on client.
Core/Network/PacketHandlers.cs
Decided to post it here so shard admins can update their server and fix it.
AssistUO and official Razor won't allow that kind of flood because they check for an existing target before sending that packet, EUO and Modded Razor users can bypass that, reason why a fix is needed.
PS: this fix has been tested on a live brazilian server and the impact on PvP spamming is notorious.
Core/Network/PacketHandlers.cs
Code:
public static void TargetResponse( NetState state, PacketReader pvSrc )
{
...
try {
if ( x == -1 && y == -1 && !serial.IsValid )
{
// User pressed escape
t.Cancel( from, TargetCancelType.Canceled );
}
else if ( t.TargetID != targetID )
{
// Prevent fake target, sanity!
return;
}
...
}
Decided to post it here so shard admins can update their server and fix it.
AssistUO and official Razor won't allow that kind of flood because they check for an existing target before sending that packet, EUO and Modded Razor users can bypass that, reason why a fix is needed.
PS: this fix has been tested on a live brazilian server and the impact on PvP spamming is notorious.