With encryption, a major downfall isn't being discussed. The time required 
to process the encryptions (encrypting, decrypting) and managing the keys 
would require a far higher end computer than what is required now for 
servers. An encryption less than 128 bit is (as far as my view) useless, 
because it can be cracked inside and out on your average computer. So 
taking into consideration having a standard 128bit RSA encryption, having a 
standard 16 players on a server, each player sending atleast 20 packets per 
second, that is already 320 decryptions that must be done on separate keys, 
and it must be done fast enough that the server can reencrypt the data to 
send back to the client, and not produce noticeable lag (god forbid that 
you cable/dsl players get anything more than 50ms, the world is going to 
end). Unless someone wants to make a port of the server and the mods to 
some massive sgi mainframe, using the suggested encryption scheme would not 
be feasable for the majority of servers out there.
--
leming

At 14:06 1/2/2002 -0800, you wrote:
>"Then the hook only need to listen on the network and it will get the
>key..."
>
>What do you mean by keys?  Please explain how this would make it harder or
>whatever to make a bot.
>----- Original Message -----
>From: "Tom" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Wednesday, January 02, 2002 11:08 AM
>Subject: Re: [hlcoders] ogc required to play??
>
>
> > just had a peek at the ogc hack, it does load by the way I pointed out (or
> > atleast the ver I just downloaded did)
> >
> > ----- Original Message -----
> > From: "Oskar 'Zoot' Lindgren" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Wednesday, January 02, 2002 5:58 PM
> > Subject: Re: [hlcoders] ogc required to play??
> >
> >
> > > "If you wanted to be really evil, you could generate new keys at the end
> > of
> > > every level."
> > >
> > > Then the hook only need to listen on the network and it will get the
> > key...
> > >
> > > ----- Original Message -----
> > > From: "Matthew Lewis" <[EMAIL PROTECTED]>
> > > To: <[EMAIL PROTECTED]>
> > > Sent: Wednesday, January 02, 2002 5:34 PM
> > > Subject: [hlcoders] ogc required to play??
> > >
> > >
> > > > I'm curious how these DLL hacks work. Any one like to give a brief
> > > synopsis?
> > > > If I know what they're doing, then I have a fighting change to stop
>it.
> > > >
> > > > But if I understand the process, the DLL hack inserts itself between
>the
> > > > engine hooks and the mod DLL using the callback tables. (At least for
> > > > aimbots anyway. The graphic and model hacks are another story.) I'm
>not
> > > how
> > > > they do that, but I'll assume that's the case. If so, then we have
>what
> > we
> > > > call in networking a man-in-the-middle attack in which a hacker can
> > eaves
> > > > drop on both sides of the conversation. A possible solution to this is
> > to
> > > > encrypt the player movement packets using a public key algorithm using
> > > > randomly generated keys on both ends. (Only the client movements being
> > > sent
> > > > to the server would need encryption.) Since RSA's patent has expired,
>it
> > > > would be a good choice. The catch to this is that both the server and
> > the
> > > > client need to incorporate this for it to work. The key wouldn't need
>to
> > > be
> > > > very large. Just large enough to make hacking a key an unreasonable
> > > option.
> > > > If you wanted to be really evil, you could generate new keys at the
>end
> > of
> > > > every level.
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list archives, 
>please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to