Smurficator - Page 4

Smurficator

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iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Post by iamacup »

bAn.
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

The reason why server broadcasts IPs is to ease communication when starting games since players participating in a battle have to figure out host's IP in one way or another. It can be done so that they only receive IPs that they really need when they need it, but at the time I was implementing it that meant additional work and more complex protocol.

I will try to redo the protocol until next version (depends on how much work that will mean), because I agree this information should not be so easily accessible. But meanwhile I'd like to ask you iamacup not to expose IPs directly.
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 05:03, edited 1 time in total.
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

MrNubyagi wrote:md5 server/client, encrypt the data sent, decrypt it with lobby client and bye bye IP lists

not sure how would encrypting it help? (you can still write a bot that connects to server and retrieves IP list)
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 05:03, edited 1 time in total.
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

The problem is much more trivial actually, server simply sends a list of users containing their external IPs (which it shouldn't) :)
The solution is to not send the IP of every user but only for battle hosts of course. (looking at the code I can't figure out why it was needed to send IP for every user back then when it was implemented other than for hosting purposes)
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 05:02, edited 1 time in total.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

springdir\script.txt

Anyone who has played a game with the host can get his IP (IMO not a problem)
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

MrNubyagi wrote:Even so can't clean IP data be extracted by host(wich includes bots me thinks)? IMO crypt it.
No I meant only send IP of the host of the battle user is participating in. This way user only gets IP of a single user (of the host).
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iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Post by iamacup »

add md5 hashes of maps to the protocall aswell :P
MrNubyagi
Posts: 166
Joined: 11 Nov 2006, 07:29

Post by MrNubyagi »

discriminatingly banned by decimator
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Post by Licho »

Well IPs of players are entirely harmless.. I can't see why people have problems with that... Most people who are afraid have very limited knowledge of networks...

They scream their IP to world at every moment and every click on internet..

Btw Iamacup - if you want I can quickly do special bot which will report IP and user name to some web service and we can make global database of smurfs..
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