Murrawhip wrote:
Rushnut wrote: Sure but then you're getting into semantics of what is and isn't possible with the BYOND engine. |
Rushnut wrote:
Sure but then you're getting into semantics of what is and isn't possible with the BYOND engine. I'm trying to prevent giving people a false sense of security in using a system like this. The solution suggested as it stands is not secure in the slightest and simply hiding the URL doesn't help matters. Most programmers would be able to determine the URL with ease, so it shouldn't be relied upon. Consider making the server authenticate based on some determinable hash instead. |
Strings in the DMB are obfasucated, but anyone with a brain can figure out how to read them, albeit theres a ton of more obfasucation you need to be figure out to reliably read them
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Again, this is not to prevent games from appearing on hub.
It's to prevent private severs in ALL Cases. There are actually A LOT of populated private server not appearing on hubs. |
From the sounds of it, my method is semi the best way to prevent too many servers.
At least it will only have people you trust. Recommendations for my method: Don't give out too many hosts. |
Ah, that's a good point. I thought there was a proc to check if the world was authenticated, but it looks like there isn't (short of doing a fake SetScores() call or something).
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Yeah that was the point, but it seems Murrawhip knows a way to bypass this check so, it's not perfect but hey, it's pretty good since, it actually requires some knowledge and usually, those ripping,leaking files aren't too clever.
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I'm of the firm belief that free software should always be open source if possible. There's just no reason to be closed. Sure you'd enable private servers, but what's so bad about them? If they're hosting worse than you, users are smart enough to find a better server. And if they're a better host, they should be hosting rather than you. It just baffles me that you'd want your game to be less popular than it should be.
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Super ultra DRM bypass: Find and replace 0C 00 E5 FF with 19 00 51 00 in the DMB
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Private servers = players on it.
Those players would've been on YOUR server and who knows, if that private servers offers PAID stuff for free instead...than you'd also be losing money. |
I don't think I've seen this before.
Anyways, I said it before, if this is of no help to you, it may be to someone else. |
world Pretty much have a list of accepted or verified hosts via IP or Key anyone else and the world gets shutdown. List file is here - http://byondpanel.com/thelist.txt |
Yeah that's pretty much the same idea, except yours searches for a list of keys allowed to host. I like it better. =D
Good job. |
Keys and IPs
Can be easily switched around to block only certain people from host while letting the public host. Either way it works so far. |
Alongside this, you can just build a remote which you can use to shutdown the server in question.
world Then, create your remote... client Then setup an interface, with a button to shutdown, and I have one to ruin the server as well. Set the command on one of the buttons to, for example.. remote "shutdown" Then, for the input for the server address, name it "topicentry" Once the server is booted up, try it out. Enter the server address in the input and hit the shutdown button. ![]() |
I couldn't see someone actively moderating hosted games, even if you "ruin" or shutdown the game, they can just start it again, or download the files and start all over again, it's just too much effort if the game is popular.
I believe this game could possibly using the same system as me as it tries to connect to a server BUG: Http error: HTTP server returned unexpected status: 404 Not Found - failed. This game is pretty popular so again I don't see someone actively monitoring servers. |
Falacy's DBZ game did that. A quick peak at some network logs shows the address easily enough.