Please tell me what malicious things a server can do

Thanks,
- Saul.


On 2 April 2010 23:03, Scott Highland <tgnwe...@gmail.com> wrote:

> How would disabling it be best? Again, no one on the list seems to get
> it. I don't doubt that it's possible to load addons on the client, I'm
> very sure it is. You guys seem to want to make the assumption that
> anything that could be loaded into the client that can be malicious, IS
> in fact malicious. Server administrators can install malicious plugins
> that can do things 100x worse than any plugin on the client could do. Am
> I going to make the argument that the whole system that allows servers
> to load custom plugins should be removed, obviously not.
> Why is it servers should be immune to this kind of 'security' (it's a
> very false sense of security, what you guys are suggesting) and the game
> client should not?
>
> 1nsane wrote:
> > Right, having it disabled entirely would be the best.
> >
> > As I said before, there's the Steam SRCDS that practically installs
> itself
> > with Source engine games/mods if you need plugins and don't want
> standalone
> > SRCDS.
> >
> > On Fri, Apr 2, 2010 at 12:53 PM, Saul Rennison <saul.renni...@gmail.com
> >wrote:
> >
> >
> >> They're loaded at launch, like any other DLL. It's basically treated
> like
> >> another game DLL (in terms of callbacks). If plugins are loaded when a
> >> listen server is created, what about after that? Even if the plugin is
> >> unloaded, the plugin could have injected anything into the engine
> without
> >> VAC noticing.
> >>
> >> Like I keep saying: the only way to prevent this is to have plugins for
> >> dedicated servers only.
> >>
> >> Thanks,
> >> - Saul.
> >>
> >>
> >> On 2 April 2010 16:40, 1nsane <1nsane...@gmail.com> wrote:
> >>
> >>
> >>> So tell me, if I make my own hacking plugin and have it privately
> shared
> >>> with trusted people, how will any server admin be able to detect it?
> >>>
> >>> The server plugins that stop client plugins are only checking PUBLICALY
> >>> known cvars such as "sm_version",if those cvars are renamed or don't
> >>>
> >> exit,
> >>
> >>> you get to load any plugin you want and be a major HAXXOR besting this
> >>> detection.
> >>>
> >>> Also the Source engine was just fine for years before people figured
> out
> >>> how
> >>> to make/use "client" plugins. Disabling client side plugin loading
> would
> >>> probably be the easiest way of fixing this.
> >>> Why should the game client load a VSP (Valve SERVER Plugin) unless it's
> a
> >>> listen server?
> >>>
> >>>
> >>> On Fri, Apr 2, 2010 at 12:52 AM, Scott Highland <tgnwe...@gmail.com>
> >>> wrote:
> >>>
> >>>
> >>>> No offense, but this whole list sucks at problem solving, every single
> >>>> idea to deal with this issue suggested in this thread is just
> terrible,
> >>>> absolutely terrible.
> >>>>
> >>>> You can't disable clientside plugins just because a few admins are too
> >>>> lazy to want to install a plugin to block people using clientside
> >>>> plugins. People have the right to install clientside addons just as
> >>>> server administrators have the right to install whatever addons they
> >>>> want on their server. It's easy for you morons to want to impose this
> >>>>
> >> on
> >>
> >>>> everyone without seeing any consequences, Valve actually has to deal
> >>>> with the complaints from their customers who use legitimate uses for
> >>>> their plugins. Why don't you let professionals with their own
> companies
> >>>> reputation on the line deal with this intense decision making process.
> >>>> Suggesting valve should add a cvar to disable people with plugins is
> >>>> dumb, there's already plugins out there that does exactly this, go
> >>>> install it and quit complaining. Don't make Valve spent their time
> >>>> babying the few admins too stupid to know how to set up a serious
> >>>> dedicated server.
> >>>>
> >>>> This issue is basically the equivalent to the material hacks that are
> >>>> possible to use anywhere on servers that have sv_pure set to 0 still.
> >>>> It's not a big deal in the scope of things, and theres already ways of
> >>>> dealing with it. Now quit acting like this is Valve's fault and go
> back
> >>>> to blaming hackers and cheaters for your in-game shortcomings.
> >>>>
> >>>> Arg! wrote:
> >>>>
> >>>>> I doubt making a cvar would work as the plugins could simply override
> >>>>> it as they do now.
> >>>>>
> >>>>> On Thu, Apr 1, 2010 at 2:04 AM, Saul Rennison <
> >>>>>
> >> saul.renni...@gmail.com
> >>
> >>>> wrote:
> >>>>
> >>>>>> If you aren't modifying game memory (i.e. hooking functions), then
> >>>>>>
> >> VAC
> >>
> >>>> won't
> >>>>
> >>>>>> mind.
> >>>>>>
> >>>>>> Thanks,
> >>>>>> - Saul.
> >>>>>>
> >>>>>>
> >>>>>> On 31 March 2010 16:00, Keeper <hl2li...@afksoftware.com> wrote:
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>> I don't know how VAC works, but if it's loaded via a client side
> >>>>>>>
> >>>> plugin, I
> >>>>
> >>>>>>> doubt VAC sees it as an "external" program altering the game's
> >>>>>>>
> >> memory
> >>
> >>>>>>> space.
> >>>>>>> But not knowing how VAC works, there's no telling what they look
> >>>>>>>
> >> for
> >>
> >>> or
> >>>
> >>>> how
> >>>>
> >>>>>>> they are detecting it.
> >>>>>>>
> >>>>>>> Keeper
> >>>>>>> -----Original Message-----
> >>>>>>> From: Michael Krasnow [mailto:mnk...@gmail.com]
> >>>>>>> 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
> >>
> >>>>>>> weirds
> >>>>>>>
> >>>>>>>
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