TheeIntrepidGamer Posted June 17, 2016 Share Posted June 17, 2016 (edited) So recently I've noticed a lot of players on multiplayer have been "save reloading" aka backing up their player data so they can reload it after they die. I was thinking about it more and more, and thought of a solution to this exploit, checksums. Why not have say, a random server-side checksum that's generated maybe based on the current server-side system time (just an example) and then copied onto the client's multiplayer folder? You could hash and maybe even salt the checksum (or just don't show it in the command prompt log) to prevent anyone from being "clever" and copying it or even using rainbow tables. Then when the player's demise has happened, you could have the server delete the checksum on it's end from a Lua table, or some sort of database? Therefore when the player tried to "reload" their old backup it would simply say "nope" and force them into a new character creation menu. I don't imagine that the Lua table file, or database would be too extreme in size considering it would be smaller strings of text for each user, maybe 30-60 bytes each checksum? Maybe I'm just overlooking something, or I'm oversimplifying the process and I apologize if I am! You could also have it so server's had an option to disable or enable this feature perhaps, just in-case a server doesn't mind players backing up their saves? Anyways it's all just in theory I guess, not practice yet, so you tell me if that's possible or I'm just spewing nonsense! Thanks! Edited June 18, 2016 by TheeIntrepidGamer Foulmouth and Jack Bower 2 Link to comment Share on other sites More sharing options...
Zapiboss Posted June 18, 2016 Share Posted June 18, 2016 "DoLuaChecksum" in "Other" in the options of the server. Link to comment Share on other sites More sharing options...
Dr_Cox1911 Posted June 18, 2016 Share Posted June 18, 2016 "DoLuaChecksum" doesn´t prevent the savefile-bollocks TheeIntrepidGamer describes, it "only" checks if the loaded LUA-files from the client check against the one the server has. Teesee 1 Link to comment Share on other sites More sharing options...
Hicks Posted June 19, 2016 Share Posted June 19, 2016 Yep they need to fix this asap before multiplayers demise. Getting a bit tedious as an admin. Link to comment Share on other sites More sharing options...
Jack Bower Posted June 19, 2016 Share Posted June 19, 2016 I've long said reloading saves is a big problem. Link to comment Share on other sites More sharing options...
EnigmaGrey Posted June 20, 2016 Share Posted June 20, 2016 Because checksums are very easy to defeat, unfortunately. BlindCoder has suggested transaction handling as an alternative until save files can be moved server-side. Do hope TIS finds the time to look into it. Link to comment Share on other sites More sharing options...
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