Player Connection

MasterPeace

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Feb 2, 2015
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Hi guys.

Apologies for my lack of knowledge. I have some time to spare now sometimes and I have a quick question:

Is there way to get into player connection functions?

What if I would decide to catch player connection when he get into server and than maintain it? Add full functionality of checking what the hell player is doing - running speed etc, giving him possibility to play on server ONLY when he is connected to my "fixed" player connection.

Then when I kick him from my connection he can do shit even when he have modded client and he is still connected to server. He will still need my connection to play what he don't have.

Possible or not?

That would mean - even if he have fly hack, even if he have speed hack, even if he have some walking / shooting through walls - he do shit because he will be out of my modded connection, what is required for doing anything.

Did you guys though about focusing stronger on modding base of server? Rewriting as much as it's possible, making as much as possible on fougerite control?
 

DreTaX

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Hi guys.

Apologies for my lack of knowledge. I have some time to spare now sometimes and I have a quick question:

Is there way to get into player connection functions?

What if I would decide to catch player connection when he get into server and than maintain it? Add full functionality of checking what the hell player is doing - running speed etc, giving him possibility to play on server ONLY when he is connected to my "fixed" player connection.

Then when I kick him from my connection he can do shit even when he have modded client and he is still connected to server. He will still need my connection to play what he don't have.

Possible or not?

That would mean - even if he have fly hack, even if he have speed hack, even if he have some walking / shooting through walls - he do shit because he will be out of my modded connection, what is required for doing anything.

Did you guys though about focusing stronger on modding base of server? Rewriting as much as it's possible, making as much as possible on fougerite control?
Good to see you back.

I don't quite understand what you are saying, but....

What I think Is that you are trying to make a separate communication system?

It would probably need a modded client. Currently I'm kinda fucked up, I need to learn all the next week as much as possible for my Maths/Literature/History final exam, or I won't get into the UNI. I promised many times that I will get a work on my almost finished RustBuster, but alone It's just not going too fast while I'm learning.

Waht RustBuster does at the moment is doing a lot of checks, I'm using the SecureBlackBox SSL API for It, just never actually finished the communications part. If I had the help for It though....


Maybe It's possible to use the uLink stuff for It that you want to get.
 

MasterPeace

Retired Staff
Retired Staff
Feb 2, 2015
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Poland
Almost. But I don't want to just build second communication / connection system.

I want to overwrite / take control of first stage of communication:
1. Player Connects to server
2. Get his ID / IP etc.

And then send him to my functionality, my communication system.
3. Spawn player
4. Let him player under my system "eye".


That means Client stay same, but Server is modded.

------------------------------------------

Why I think it would help?
Clear your mind and change thinking.


1. Player Connects and is getting into my System.
2. System have an Eye on what he is doing.
3. Player is Spawning:
a) He will try to send his position,
b) He will try to get objects from map,
c) He will try to get players from map

But wait? Before he will get it, he will need approve from my System.

He is not a cheater, wasn't banned, so why not?

4. He start's to run to some tree, and yet again:
a) He is updating his position (need my approve)
b) He is checking for others positions (need my approve)

5. He try to build something:
a) So he is sending information what he placed and where (need my approve before I make changes to database)

6. Oh fuck he is a cheater. Have modded client so after you ban him he still stays on server. But he is on my server, so after I ban/kick him, he can't get any information about players, can't loot players, because he is not making changes into database, he may be still connected into server and waste my VPS Resources, but players stay happy and play happy, because he is out of My Connection System.


This is what I want to do. So he don't need to change client. And that's a beauty. That's what he will not think of.


That would open even more possibilities - whatever his client is trying to send my server will check first.

It's not for everything of course. Flying still will be allowed. Speed hack hard to detect. But I can do with his player whatever I want. Don't ban him, disable his bullets. When I kick him he will think that he is still on server (if he have modded client). He will do shit. He will try to open chest but will see no reaction from game, maybe crash or something, I don't even know.


But for this I need something more than Event's and Hooks. I need something what is getting all his "life", movement, etc. So I could add my functionality to it.
 

፨ẴzɏϻΘķ፨

Member
Member
Apr 9, 2016
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Canada
Almost. But I don't want to just build second communication / connection system.

I want to overwrite / take control of first stage of communication:
1. Player Connects to server
2. Get his ID / IP etc.

And then send him to my functionality, my communication system.
3. Spawn player
4. Let him player under my system "eye".


That means Client stay same, but Server is modded.

------------------------------------------

Why I think it would help?
Clear your mind and change thinking.


1. Player Connects and is getting into my System.
2. System have an Eye on what he is doing.
3. Player is Spawning:
a) He will try to send his position,
b) He will try to get objects from map,
c) He will try to get players from map

But wait? Before he will get it, he will need approve from my System.

He is not a cheater, wasn't banned, so why not?

4. He start's to run to some tree, and yet again:
a) He is updating his position (need my approve)
b) He is checking for others positions (need my approve)

5. He try to build something:
a) So he is sending information what he placed and where (need my approve before I make changes to database)

6. Oh fuck he is a cheater. Have modded client so after you ban him he still stays on server. But he is on my server, so after I ban/kick him, he can't get any information about players, can't loot players, because he is not making changes into database, he may be still connected into server and waste my VPS Resources, but players stay happy and play happy, because he is out of My Connection System.


This is what I want to do. So he don't need to change client. And that's a beauty. That's what he will not think of.


That would open even more possibilities - whatever his client is trying to send my server will check first.

It's not for everything of course. Flying still will be allowed. Speed hack hard to detect. But I can do with his player whatever I want. Don't ban him, disable his bullets. When I kick him he will think that he is still on server (if he have modded client). He will do shit. He will try to open chest but will see no reaction from game, maybe crash or something, I don't even know.
Hi friend, do simple validation on the component the player - if no - delete it from the server , and if there is then let him play
 

MasterPeace

Retired Staff
Retired Staff
Feb 2, 2015
269
69
28
45
Poland
Hi friend, do simple validation on the component the player - if no - delete it from the server , and if there is then let him play
No. I want to control every single packet what he is sending to my server. So I can block everything if I want, so he will not change and not receive anything from me if I decide so.

-----------------------------------

Guys Imagine that: I know that someone is hacking - so I freeze him up.
- On server he just stays in one place and do shit (he is connected because of client)
- On his client he still running over map.

Then starting to receive damage from ghosts, because on server some naked player found that freezed body and decided to kill it :D
 
Last edited:

DreTaX

Probably knows the answer...
Administrator
Jun 29, 2014
4,096
4,836
113
At your house.
github.com
No. I want to control every single packet what he is sending to my server. So I can block everything if I want, so he will not change and not receive anything from me if I decide so.

-----------------------------------

Guys Imagine that: I know that someone is hacking - so I freeze him up.
- On server he just stays in one place and do shit (he is connected because of client)
- On his client he still running over map.

Then starting to receive damage from ghosts, because on server some naked player found that freezed body and decided to kill it :D
That would need me to hook in uLink and do a lot of research for It. uLink is mostly obfuscated, and we would need to block the specific packet sending from the server to the client.