[Solved (in 0.80) ] Hacking : taking control of a player - Page 2

[Solved (in 0.80) ] Hacking : taking control of a player

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: [Solved (in 0.80) ] Hacking : taking control of a player

Post by TradeMark »

SirMaverick wrote:
Wombat wrote:nope, its not fixed yet, its still possible to take com by specs ^^
Fixed in Spring. Needs lobby support.
wait... how it is fixed if different lobbies can still use this exploit?
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: [Solved (in 0.80) ] Hacking : taking control of a player

Post by SirMaverick »

TradeMark wrote:
SirMaverick wrote: Fixed in Spring. Needs lobby support.
wait... how it is fixed if different lobbies can still use this exploit?
I didn't say the issue is fixed. I said it's fixed in Spring. The mechanism to solve it are there.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: [Solved (in 0.80) ] Hacking : taking control of a player

Post by SirMaverick »

lurker wrote:It does need lobby support, not just using the rules table? Okay then. I'll commit to putting in the rather simple server support within 24 hours of any lobby being ready for it. If you want it first then you tell me exactly what data to send in what format and you'll get that, too. We need this to get done.
Doesn't that need a general update of all lobbies and autohosts?
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: [Solved (in 0.80) ] Hacking : taking control of a player

Post by lurker »

no
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: [Solved (in 0.80) ] Hacking : taking control of a player

Post by SirMaverick »

lurker wrote:no
Then how does this work? Who distributes the passwords?
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: [Solved (in 0.80) ] Hacking : taking control of a player

Post by Auswaschbar »

SirMaverick wrote:
lurker wrote:no
Then how does this work? Who distributes the passwords?
My idea was:
A client joins a game, generates temporary password, and sends it secretly to the host. The host then fills the password in the script.txt, and voila, all lobbies who support it have password protected join (when the host supports it, too).
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: [Solved (in 0.80) ] Hacking : taking control of a player

Post by BrainDamage »

client side sends: SENDJOINTOKEN password\n
host side recieves: JOINTOKEN username password\n

i can implement it in a couple mins
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: [Solved (in 0.80) ] Hacking : taking control of a player

Post by lurker »

Followup: We're probably going with
SETCLIENTSCRIPTTAGS password=blah
CLIENTSCRIPTTAGS [name] password=blah
Post Reply

Return to “Help & Bugs”