Bnonn wrote:It can't be so hard to use GPG or something similar to create a unique hash that can be identified. Even using IP address would be reasonably effective, since most people playing have static IPs.
That's already possible using the net_banlist cvar... it takes a space separated list of IP addresses or 192.168.1.0/24 network addresses.
Unfortunately, the only idiot I ever needed to ban - XSAX LTU - then just gets a new IP. And I don't want to ban his whole ISP as it could be the only one in Lithuania (it is called something like "Telecom").
The issue is not to make a system that is so airtight that no one who is banned can ever return. The issue is to change the cost:benefit ratio in the favor of the server admin and legit players, so that cheating just isn't worth it.
We can't require every legitimate player to pass an email verification and that stuff, and a cheater can still use services like mailinator.com.
Heh, you obviously have utterly no idea what you're talking about. The most secure systems in the world are open source.
Actually, our security problem is no open/closed source problem, but a money/free problem. If the game would get sold, we would supply a CD key with it that is checked against a whitelist (so no keygens can work, only keys that got actually shipped to vendors would work). A server admin could then ban players based on the CD key (in this scenario, servers would see a hash of the CD key that's sent from the auth server so they can't use to pass authentication). The only way to bypass this would mean getting another CD key, which one could either steal from legitimate players (but not everyone will give his key away as he then can't play when the other one does), or pay for it.
In a free game, such a key system obviously can't work - if getting a new key is free, everyone can just get a new one when banned.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again
You can vary the number of "MS", so you can clearly see it's MS which is causing it.