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.
>
>
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