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Luigi Auriemmaaluigi.org (ARCHIVE-ONLY FORUM!) |
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It is currently 19 Jul 2012 20:15
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mezc
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Post subject: filter disconnect command from a server, is it possible? Posted: 10 Apr 2008 19:11 |
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Joined: 10 Apr 2008 18:49 Posts: 8
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ciao Luigi,
I have to abuse your experience!
my question is:
is it possible filter a disconnect command send to a client (I mean kick player) from a q3 server (like COD2)?
and if the answer is yes, could U please give me any hints about which packet filtering employ
grazie!... e tutta la mia ammirazione per il tuo lavoro
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aluigi
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Post subject: Posted: 10 Apr 2008 22:19 |
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Joined: 13 Aug 2007 21:44 Posts: 4068 Location: http://aluigi.org
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filtering a packet naturally is possible (via firewall or a custom UDP proxy) but this will not allow the player to continue to play on the server.
In fact when the server kicks the player, sends the disconnect packet and delete any information about that player so he is out.
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Sethioz
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Post subject: Posted: 11 Apr 2008 11:22 |
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Joined: 24 Sep 2007 02:12 Posts: 1114 Location: http://sethioz.co.uk
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ive been thinking of it too btw...
basically player would timeout ? .. BUT..
wht if you make game resend it as soon as it gets disconnect ?
so that filter (disconnect) would trigger a send and game sends the info again.
in avp2 (aliens vs predator 2) it was possible to join without cd-key like that and even join password protected servers .. only that i was able to get bot into game, because i simply sent the packets with packet editor and i didnt made game to send them, but idea was same.
-server checks if pass is right
-wrong: disconnects
-i still sent all other packets
-server accepted those packets
-server allowed fake player to enter (not name, but actual player who imitated my moves when i recorded)
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