So, what do you think?
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CS2D General good solution against hackersgood solution against hackers
23 repliesSo, what do you think?
We all know that the radar shows team-mates as dots on radar..
What if the game counts all the players in both teams, let`s say..in every 5 minutes.
After that, the game compares the number of players/team to dots in radar.
I.E: Your team has 5 players + you in it, the game counts that there is total of 6 players - you, after that the game checks the number of dots in radar which should be 5 too + you, and if the dots say else, lets say that there is 4 enemies showing there too (which is hacked, cause you cant see enemies in radar) the game will just simply kick the hacker.
Like i said in some post before, im aiming to be some kind of Computer & software security-guy "when i grow big", so could this technically be possible or might it work fine?
OR, are the "hacked-dots" in radar like standalone, so the game doesnt regonize them?
Post back, make me wiser!
don't waste your time with thinking about solutions against hackers. it doesn't help.
lol, im still sure that i will find a way to make 99.99% secure protection to files and games...after all -- It`s all about logics and being clever
Jonzku777 has written
But it`s fun
lol, im still sure that i will find a way to make 99.99% secure protection to files and games...after all -- It`s all about logics and being clever
lol, im still sure that i will find a way to make 99.99% secure protection to files and games...after all -- It`s all about logics and being clever
Here's the main problem that you'll have to consult on. If you have the security routines on the client side then there's a definitive way of disabling those security routines. The only sure way of having a "secure" security routine is to put it on the server side. The problem with this is that since CS2D is a latency sensitive game, the security routine must not directly interfere with the gameplay. In other words, the 2 choices that DC have is to either optimize the security routine to make the algorithm negligibly time dependent or to fork the security routine as its own thread and pipe the information back and forth. The former is limited in its purpose, the latter is extremely difficult to develop.
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the latter is extremely difficult to develop.
But not impossible
But yeah, Im that kind of person who lives that everything will be better in future...as well as these security methods.
P.S Cookie:
you could just render everything on the server and send the output to the clients as video stream so that the clients just do the input and nothing else. they wouldn't even have any data of the game. so they also would have nothing they could hack.
however this can not be realized with the current server infrastructure. I guess that all servers which are online in CS2D are far too slow (cpu and bandwidth) to realize that. most servers also don't have video cards to render the stuff.
why do even professional game studios have massive problems with cheats and hacks in their games? it's simply because there is no efficient solution!
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no efficient solution!
haha, yet
*COUGH* until your clan hacks too
I think gamehacking sucks, it`s useless and ruins fun from everyone.
And then, if we talk about viruses, which mess up stuff > those suck too and no joy from them either (in most cases - you won`t even see the victim having bad time deleting it).
But what it comes to spyware, its useful...as long as you don`t do anything REALLY stupid with the information you get.
--> + = CookieMonster!!
Jonzku777 has written
But not impossible
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the latter is extremely difficult to develop.
But not impossible
Do you even have any what idea what that would mean? For starters, blitzmax currently does not support multi-threading on any of the stable builds, and if DC were to port CS2D onto a nightly build of blitzmax, the feature is still experimental. Furthermore, blitz does not support any type of cross platform thread forking capability, meaning, while it can create bidirectional threads, it can not create completely independently consuming threads nor pipe it locally as a resource handle. What this would mean is that were DC to port CS2D to a nightly svn build of blitzmax, rewrite CS2D for a multithreaded environment, hope that it'll work on Windows, Linux (and different distros as well), and Mac given that not all uses the posix architecture, and then rewrite all of the security routine as its own thread, he would still have to do a lot more optimization since the asynchronous thread does not act as its own thread but as a subset of the main cs2d thread and therefore consumes all of its resources off of the main cs2d thread. The alternative is to either port cs2d onto another language platform ("not impossible") or for DC to develop his own proprietary security system for CS2D as a standalone ("not impossible"). And of course, all of these choices are, as you've stated before, "not impossible".
But like DC said about that video-stream thingy, which gives players nothing to hack - It might be stupid. heavy to host and play...but it still would prevent people form hacking important stuff in the game.
But yeah. The current protections in Cs2D are enough for me, nobody can use memory editors (or if they can, they cant hack with em), and only current hack [which we have some slight-sucky working protections] is speedhack. (i haven`t seen anything else though)
So, everything is good and fine!
Btw, does blitzmax support that you could make all the weapons and objects and stuff 100% edited, like in garry`s mod? -Not suggestion-
I mean. That we currently can not make a (for example) slight-more 3D-mod...without editing the opensource and making whole new game.
that's off topic!
CS2D is not a game which has been made for modding. Of course it would be possible. BlitzMax is a real programming language. you can realize nearly everything with it. however I'm probably not going to make it possible.
Im pretty sure people will respect no-lag servers and so on