Valve nor Seirra can ban a wonid due to legal issues. But server admins can just have a big list to use. And add IDS when needed. ----- Original Message ----- From: "Andrew Foss" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, January 02, 2002 2:13 PM Subject: Re: [hlcoders] ogc required to play??
> Well said. However, all it takes is a luser to brute force the private key. > Using a packet capture tool, the luser can catch a full session, compare it > against what he did, and then generate some conclusions about it. then he > can do it again, and again and again, until he gets some correlation. then > we're back to square one. make a community effort, and add an extra menu to > HLDM/CS/TFC: 'report cheater'. give admins the ability to report a wonid to > sierra/valve. enough complaints, a warning wonid ban. step two is a full > revocation of their won ID. make them pay to cheat. > </rant> > > > It won't do any good to get hold of the public key. That's the beauty of > the > > public key system. You need both the private key and the public key to > > decrypt the message. The private key is never sent over the network. > > > > Regarding the time required to encrypt a message, Quake2 used RSA to place > > an encrypted checksum on the player movement commands without any real > time > > penalties. There is no need to use a 128 bit key since even small keys can > > take many hours to bust -- much longer than any player is going to wait > > around for. And if the keys are changed with each level, busting a key > would > > be useless since by the time it was broken, a new key would already be in > > use. > > > > The problem of the DLL having access to all the info known by the client > is > > a tough one which is why I was thinking of encrypting the player movement > > packet as processed by the mod. If the legitimate client DLL encrypted the > > movement packet before feeding it to the engine, the hack DLL would be > SOL. > > The hack would be forced to try to decrypt the message, modify it, then > > re-encrypt using the keys known only by the client DLL and the server. The > > trick here is keeping an outside DLL from discovering the private key of > the > > client DLL. > > > _______________________________________________ > 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