make it a cvar? don't just outright ban it sv_allowplugins 0

AnAkIn . wrote:
> So you want to make VAC ban for Sourcemod? Nice one :)
> BTW There is a tutorial on how to make your own client side cheat plugin on
> some site, so a lot of people will have their own plugin which will be
> private, so a lot of people wouldn't be banned.
>
> Just disallow the client side plugins, I doubt much people care about having
> plugins on their LAN servers (I doubt much people even use LAN servers).
>
> 2010/3/31 Matt Hoffman <lord.matt.hoff...@gmail.com>
>
>   
>> The same way taking the entire 225 person company to Hawaii is profitable.
>> :P
>>
>> On Tue, Mar 30, 2010 at 6:44 PM, Steven Crothers
>> <steven.croth...@gmail.com>wrote:
>>
>>     
>>> I'm sure Valve will fix it immediately... once you show them how fixing
>>>       
>> the
>>     
>>> HLDS is profitable and worth the man-hours at $50-$60/man-hour.
>>>
>>> $0.02
>>>
>>> -----Original Message-----
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael
>>>       
>> Krasnow
>>     
>>> Sent: Tuesday, March 30, 2010 9:31 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
>>>
>>> doesn't VAC check the memory? but +1 to the option for server admins, but
>>> somehow someone would find a way to change that or spoof it, idk, its
>>>       
>> weird
>>     
>>> On Tue, Mar 30, 2010 at 9:26 PM, Keeper <hl2li...@afksoftware.com>
>>>       
>> wrote:
>>     
>>>> Once code is loaded into memory, it's open game.  It doesn't matter
>>>>         
>> what
>>     
>>>> the
>>>> server/client relationship is.  If I have a binary/application that
>>>>         
>> hunts
>>     
>>>> for that code in memory, then I can change any value I want.
>>>>
>>>> I have written some code in my plugin that locks down certain values
>>>>         
>> that
>>     
>>> I
>>>       
>>>> know people are using to alter game play, but to figure out all of the
>>>> holes
>>>> people are trying to exploit would be fruitless.  Then you have 5
>>>>         
>>> different
>>>       
>>>> games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way
>>>>         
>>> to
>>>       
>>>> handle that reasonably.
>>>>
>>>> If VALVe gave the server operators the choice to keep clients that have
>>>> plugins running, that would cut some of them out.  But even as COD6 has
>>>> proved, you definitely don't need a client side plugin to cheat.
>>>>
>>>> Keeper
>>>>
>>>> -----Original Message-----
>>>> From: Arg! [mailto:chillic...@gmail.com]
>>>> Sent: Tuesday, March 30, 2010 8:31 PM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
>>>>
>>>> Im certainly no expert on how the libraries are being used here, but
>>>> shouldnt the code explicitly state that certain cvars are to only come
>>>>         
>>> from
>>>       
>>>> the replicated source, eg the game server? Sure there might be ways
>>>>         
>>> around
>>>       
>>>> this with injection as mentioned but shouldnt the listen server (to
>>>>         
>> cover
>>     
>>>> the lan side) be using a seperate copy of the engine binaries which are
>>>> affected here so when plugins are run in that context, they do not
>>>>         
>>> override
>>>       
>>>> the cvars being replicated from the actual gameserver the client is
>>>> connected to?
>>>>
>>>> I was under the impression this problem existed because the client was
>>>> sharing binaries with another server running on the local machine, so
>>>> seperating the binaries being used would fix this surely.
>>>>
>>>>
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>>>>
>>>>         
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>>>       
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>>     
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