Original Post
How can I make my own pack files or cabs so that my programs can access the files, but the user cannot?
Quote:
Original post by Fixxer
Well I already know one way of preventing people from editing the script files and playing online, the server will check the last edited dates on the script files and if they are different from what the server is instructed to check for then it will re-download the files and then log the user in.
Quote:The way you do this is by designing your game not to trust clients to maintain game state. All game state should be maintained by the server, and all changes to the game state should be checked by the server to ensure that they are feasible.
I suppose your are right, its just that my favorite game is being ruined by people who are just editing the game scripts after they have logged into the server, and I want to try to prevent that from happening, or atleast make it harder.
Quote:
Original post by Fixxer
yea like if a user is sending packets that contain the data for 100 new bullets since the last packet was sent (suggesting that the user has edited the script to allow them to shoot at an unreasonable rate, clearly not the rate the game has set) then to auto ban them.
Quote:
Original post by Sneftel Quote:
Original post by Fixxer
Well I already know one way of preventing people from editing the script files and playing online, the server will check the last edited dates on the script files and if they are different from what the server is instructed to check for then it will re-download the files and then log the user in.
This is moderately easy to overcome, by altering the portion of the code that checks the last-edited dates.Quote:The way you do this is by designing your game not to trust clients to maintain game state. All game state should be maintained by the server, and all changes to the game state should be checked by the server to ensure that they are feasible.
I suppose your are right, its just that my favorite game is being ruined by people who are just editing the game scripts after they have logged into the server, and I want to try to prevent that from happening, or atleast make it harder.
Quote:
Original post by Leo_E_49 Quote:
Original post by Sneftel Quote:
Original post by Fixxer
Well I already know one way of preventing people from editing the script files and playing online, the server will check the last edited dates on the script files and if they are different from what the server is instructed to check for then it will re-download the files and then log the user in.
This is moderately easy to overcome, by altering the portion of the code that checks the last-edited dates.Quote:The way you do this is by designing your game not to trust clients to maintain game state. All game state should be maintained by the server, and all changes to the game state should be checked by the server to ensure that they are feasible.
I suppose your are right, its just that my favorite game is being ruined by people who are just editing the game scripts after they have logged into the server, and I want to try to prevent that from happening, or atleast make it harder.
Isn't it possible to create a hash of the relavent data to ensure that it's not edited and check the hash with the one on the server to validate it?
Quote:
Original post by OrangyTang
But it's easy to spoof a packet with a 'correct' hash which is still using an altered resource. Again, trusting the hash is an accurate representation of the resource is still trusting the client, just in a different way.
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