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question about mp cheating #283372
08/07/09 13:22
08/07/09 13:22
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline OP
Serious User
Scorpion  Offline OP
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
hello conitec,
I am working on a mp-game and thought about how players would be able to cheat and how to avoid it.
I think currently the client has too much power because of the ent_create and send_ functions.

With an external program it would be possible to send the server a hostile entity creation request, which could be used to block other player entities, so they are unable to move or create a on all other clients, but your own invisible obstacle and so on...

The other thing that worries me are the send_ instructions for variables and strings, because they update it directly on the server. so you could change some movement parameters and the game would be unplayable, if you update the movement on server and client separated and use the server xyz to correct it. or maybe you could change the the winning conditions or the gamemode. this would always cause some damage to the gameplay, cause crashes( by setting variables to an invalid range) or just give advantages to the cheating player.

so can you please tell me if my doubts are justified? if so could you give the user a way to decide, when he wants a variable to be updated or if a client wants to cheat

Scorpion

Re: question about mp cheating [Re: Scorpion] #283383
08/07/09 14:09
08/07/09 14:09
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
You would usually encrypt the traffic in a serious MP game. This will prevent cheating by injection of malicious commands.

Re: question about mp cheating [Re: jcl] #283401
08/07/09 16:11
08/07/09 16:11
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Additionally you could protect your server with a password. So that only applications that know the password can connect with the server.
I implemented something like this beside the normal encryption of the traffic in ANet.


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: question about mp cheating [Re: jcl] #283402
08/07/09 16:16
08/07/09 16:16
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline OP
Serious User
Scorpion  Offline OP
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
okay thx, so I will just trust in the encryption =)

@dark samurai
but can't you get the password somehow, when it's given with the client?

Last edited by Scorpion; 08/07/09 16:25.
Re: question about mp cheating [Re: Scorpion] #283443
08/07/09 19:19
08/07/09 19:19
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
also the encryption has a password. Protecting your passwords/your script is another topic ^^

Last edited by Dark_samurai; 08/07/09 19:20.

ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version

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