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Considering shutting down master server...

by eihrul on 09/18/2006 02:59, 114 messages, last message: 10/21/2006 04:37, 95039 views, last view: 03/29/2024 05:50

Well, today I've seen the biggest display of immaturity I've ever seen. People running around, connecting to servers as soon as they saw someone else connect, crashing other clients, banning them, etc.

If this is what it has come to, we'll just shut down the master server. People only seem to want to abuse the service we're graciously providing for free, and fuck it up for everyone else.

If that's the case, if that's what some of you guys really want, fine, we'll just shut down the service since it's basically unusable to anyone as is.

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#29: ..

by apflstrudl on 09/18/2006 18:36

you can sett the password with the "-p" parameter in your server start file


"On the other hand, the idea of votekick isn't such a great idea, if I run multiple clients I can vote kick other people - even if I have to run some through proxies to do so"

don't know what you mean

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#30: Re: ..

by StillPeter on 09/18/2006 18:43, refers to #29

Well, if you have a vote, and I log into a server several times, I can control the outcome of the vote by voting with each connected client.

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#31: Vote kick?

by c0rdawg on 09/18/2006 20:58

I dunno, but from what I've heard, it seems like the cheaters going around are crashing clients, so it would be impossible to "votekick" them if they crash you.

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#32: ..

by chead on 09/18/2006 21:51

For the password stuff, you could just have a config with passwords for different users and some sort of auth command that client's can issue to the server.

Kids able to crash your client is a bigger problem, though.

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#33: notes:

by Aardappel_ on 09/18/2006 21:59

for those who are saying "I don't have friends who play sauerbraten": that's what this forum and our irc channel are for. If you have posted on here a few times, chances people will recognise you and therefore are your "friends" for playing online.

To all those who are helpfully suggesting us to do checksums or other player checks: please don't make suggestions if you don't understand the problem. If you think you can check a client in any way who has full sourcecode, you are probably not a programmer.

Myself and eihrul are no newbie programmers, and we have deep multiplayer implementation experience (besides just cube/sauer). If there was an technological solution that does not involve closed source and full server side gameplay, we'd know about it.

Anyway, I just asked SleepwalkR to take the masterserver offline. This is NOT a permanent decision. This is just to ruin the fun for the cheaters for the moment, and give us some time to rethink multiplayer. For now, if you want to play MP, best would be to come to IRC, all your known community members are there for a fun game.

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#34: Re: notes:

by Aardappel_ on 09/18/2006 22:07, refers to #33

oh, and for server operaters: if you run your server on a fixed IP, theoretically the cheaters can still get to your server without the masterserver. So prefer to play your private games on servers that are on dynamically assigned IPs for the moment.

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#35: Re: notes:

by StillPeter on 09/18/2006 22:14, refers to #33

I think the checksums thing is more to place a hurdle so that it's less easily done than simply changing a few values and compiling.

I fully realise that the right checksums can be gained by checksumming a genuine client, taking that value and using a modified client to send that value to the server for confirmation. I know it won't stop people who are a little more determined, but I would hope it would stem the tide a little.

I hope the masterserver can be turned on again relatively soon.

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#36: Re: notes:

by Passa on 09/18/2006 23:33, refers to #33

Lets hope the master server being turned off teaches those bastards a lesson..

BTW like Aardappel said about static IPs for server operators, if you have a dynamic IP, but a cable connection (which can hold the IP for weeeks) try changing your username on the modem, resetting it (it wont connect then obviously) wait a few minutes, reset it again, put your full username back in, and then reset the router/modem again.. you should have a different IP..

For those who have a static IP, you might have to turn your servers off for a while. The cheaters will have servers.cfg in their Sauerbraten directory obviously..

For those who want to meet up to find games, install mIRC (http://www.mirc.com/) then just go in the typing area bit at the bottom.. '/server uk.quakenet.org', press enter, once youre connected type /join #sauerbraten and youre done :D

The more people in #sauerbraten the better, so get on any IRC client and join the channel :P

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#37: damn them

by kurtis84 on 09/19/2006 00:11

Well, this sucks, but I'm sure it'll help in the long run. It's not such a big deal to meet via IRC to get a game organized...at least then you'll all know what to expect early. I don't expect any "smart" cheaters to use IRC to find the games either...it would expose them.

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#38: Re: damn them

by rancor on 09/19/2006 00:55, refers to #37

But my university blocks IRC...

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#39: Re: notes:

by Aardappel_ on 09/19/2006 02:08, refers to #36

I just joined a channel "#sauerlobby" on the same channel... we can experiment and see if people that want to play can hang out here.

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#40: ..

by Sauceofallevils.. on 09/19/2006 05:11

Well it would be a cool feature to be alb eto vote someone off, but it won't stop cheaters. It would obviously not be the solution, but in future, it might be aneat feautre to consider. Every game will have cheaters, who want to cheat every chance they get, it's a given. They are pussy gamers and have no other choice. I was playing instagib, and a guy had a machinegun! It was ridicolous, people should learn to play fairly.

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#41: ...

by Conor on 09/19/2006 05:54

Why not just have everybody get a master password?

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#42: Re: notes:

by CrazyTB on 09/19/2006 06:06, refers to #36

> install mIRC (http://www.mirc.com/)

Or use Opera, which has a built-in IRC client.


About cheat-protection, I think the server can do some checks to avoid people with too much health, doing too much damage, or firing too much. This will avoid one type of cheaters, but won't protect against cheaters crashing clients (which is only protected by fixes in the code itself, and I guess eihrul and Aard are trying to fix it).


About sending client checksum: please forget this idea. This is too easy to spoof. Once I know what the correct checksum is, I could hard-code it and always send it, instead of sending the actual checksum.


The password authentication looks interesting to me, but probably won't solve the problem (I guess cheaters will be able to get passwords or a valid account)

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#43: Re: notes:

by SanHolo on 09/19/2006 12:34, refers to #33

Aard, of course you are right; I just think altering the checksum-code is way harder than to change some simple variables like firing-rate, at least for script-kiddies. It would be just one hurdle more. But right, it won't last too long once someone posts the altered code somewhere...

Damn, those cheaters should get some balls and play fair, losers!

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#44: cube1/2 servers??

by mdkusr123 on 09/19/2006 19:13

So, no master servers can be reached anymore. Where to find cube1 and sauerbraten servers now?

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#45: Re: cube1/2 servers??

by eihrul on 09/19/2006 21:11, refers to #44

Join #sauerlobby on irc.quakenet.org

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#46: ..

by PunDit on 09/19/2006 21:18

What about using certificates. Setup an official Sauer cert authority to have people create their own public private key pair. This will help establish identity. Then authentication and authorization can be accomplished with a bit of code like

Client sends its pub key

Server compares client public key with the one on file (keystore)

If it matches the one in the store then goto next step.

Server generates a one time token and encrypts it with the clients public key

The client decrypts the token with his private key. Then reencrypts it with the server public key and sends it back.

The server decrypts the token and verifies it against the originally generated token.

If it is verified then he checks for certificate revocation, and allows or disallows the client.

The cert authority would send the certs to an e-mail address after say 24hrs.

This would make it so the user could be banned. If they feel the need to re-create certs then they have to wait 24hrs. This could also be implemented on a standalone server by checking back with the master server for pub cert verification.

Sorry if it is not an option or welcome suggestion. The whole reason I posted this is because I have felt the effects of the cheaters and want to contribute to the solution if possible.

This will not stop cheaters but make it a lot harder for them to hide and continue cheating.

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#47: ..

by Passa on 09/19/2006 23:14

Well, its down now, but did you have to close the Cube masterserver too?

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#48: Re: ..

by Aardappel_ on 09/19/2006 23:50, refers to #47

oops lemme check that

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