Re: [Dev]Auto ban runnable.
I mean what runnable are you making the edits on for Christ's Sake...
Xiao's or runnables released by GUNZ2830.
Edit: Does it hurt to ask? I don't doubt your work I just want to know the base.
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
Military
I mean what runnable are you making the edits on for Christ's Sake...
Xiao's or runnables released by GUNZ2830.
... Point posting the same post?
Re: [Dev]Auto ban runnable.
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
Military
Internet Lag.
Hes trying to tell you it doesn't matter what runnable. >.<
Anyways, Good work. Your progress is very nice, It would help the section and many servers a lot if you released this.
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
Katsuro
Hes trying to tell you it doesn't matter what runnable. >.<
Anyways, Good work. Your progress is very nice, It would help the section and many servers a lot if you released this.
I was telling him why the post appeared twice *facepalm*
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
Your Master
Not at all. Veldi's way was to enter a game room and grab everyone's MUID and check how fast they are sending "Zpost" functions. If you have a constant check, over every single game room + every channel, well now that's just stupid.
That's exactly what I'm saying. And I've never looked at the Veldi source, I just know it checks at what rate packets are getting sent.
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
jewness12
I lol'd. there's an easier way for server-side, try and find it.
I already made the DLL call thing, but I did another check inside the ZPost functions.
And that "Net.Disconnect" thing, totally useless.
Net.Disconnect isn't useless at all. Rather than having a packet sent to the server (which can easily be detected by hooking Winsock), log the client off.
Quote:
Originally Posted by
Nova
Mind sharing it ? Cause I don't think there is.
X-trap packets...
Quote:
Originally Posted by
jewness12
I think I know.
You meant, moving functions to new addresses, and on the old address, doing that whole ban thing.
So, when a DLL makes a call to the old address, it gets banned and disconnected.
So yeah, I already did that + another check for the ZPost functions. and all the other things.
See, the more security on the runnable, the better it is(methinks).
Moving the ZPost functions doesn't make sense, simply access an address from where the function is called and copy the address to a buffer. Then call that address, and you are good to go.
Also, what if I directly grab MatchServer and client sockets from the memory? (Wiztastic does that) :ott1:
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
Wizkidje
Also, what if I directly grab MatchServer and client sockets from the memory? (Wiztastic does that) :ott1:
Take it this way..
No anti - hack is perfect.
Quote:
Originally Posted by
Wizkidje
Net.Disconnect isn't useless at all. Rather than having a packet sent to the server (which can easily be detected by hooking Winsock), log the client off.
Why spam the MatchServer with another packet...
When MatchServer bans the client, it could also disconnect it.
Time saving 4eva.
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
jewness12
Take it this way..
No anti - hack is perfect.
Correct, but it should patch all current hacks.
Quote:
Originally Posted by
jewness12
Why spam the MatchServer with another packet...
When MatchServer bans the client, it could also disconnect it.
Time saving 4eva.
Sure, but sending out a ban packet is ambiguous. (Hence the fact I can easily catch the packet at Winsock level, check for the command id and then block that commandid from being send).
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
Wizkidje
Correct, but it should patch all current hacks.
Sure, but sending out a ban packet is ambiguous. (Hence the fact I can easily catch the packet at Winsock level, check for the command id and then block that commandid from being send).
Got an other way of communicating between MatchServer and the client?
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
jewness12
Got an other way of communicating between MatchServer and the client?
All network communication would require a socket. You could set some low-level traps in Winsock though.
Re: [Dev]Auto ban runnable.
shalom tipesh kmo naal does your admin cp have working GT commands ;_; I've got most of mine to work courtesy of CBWhiz and Sulfins codes I found on my old pc from like 5-6years ago
Re: [Dev]Auto ban runnable.
Quote:
Originally Posted by
Kevlarji
shalom tipesh kmo naal does your admin cp have working GT commands ;_; I've got most of mine to work courtesy of CBWhiz and Sulfins codes I found on my old pc from like 5-6years ago
Yes it does.. tipesh aba sha yomo
I use my own codes <_<
Re: [Dev]Auto ban runnable.
Good Luck With Your Runnable