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-   -   "Relay" and Graal (https://forums.graalonline.com/forums/showthread.php?t=134269776)

Urahara112 01-05-2015 02:17 AM

"Relay" and Graal
 
Unholy Nation has been having a lot of trouble with cheaters using Relay. We can't seem to get rid of them, they continuously come back, and insist on dropping what appears to be bombs that disconnect multiple players in a single level. Modifying attributes they shouldn't be able to, eg. setting a hat to their player, spawning EP or money, and even setting warps.

My question is, what are our options? How can we stop these cheaters from returning? How can we prevent new cheaters from exploiting this?

We've been trying to deal with it for a while now. Working on detection and making changes to prevent these cheaters from coming right back so quickly. But nothing seems to be working thus far.

Advice?

shrimps 01-05-2015 02:21 AM

Keep adding new hack detection over and over as if a circle of life. You add new detection, they get around it, you add new, they get around it.

Jakov_the_Jakovasaur 01-05-2015 05:43 AM

the problem with having just one set of detection and then trying to disconnect or server warp a relay user is that they can just block the packets from reaching the server

i find the best thing to do is have multiple sets of detection, and if one set finds that another set has been removed, crash the suckers client!

unholy nation however is in the unfortunate situation where someone can remove all weapons from themself (and thus detection) and still interact with the game fairly normally, i think it also has the disadvantage where it can not use the server option for disabling putbomb as it still uses default bombs?

ideally this would be tackled within a new client version

callimuc 01-05-2015 03:27 PM

I guess there aren't many options for normal playerworld users except getting custom systems as jakov kinda suggested, but I'm not too sure as I'm more used to developing on the mobile servers and adding protections against hackers on there (including relay users)

Quote:

Originally Posted by Jakov_the_Jakovasaur (Post 1733793)
i think it also has the disadvantage where it can not use the server option for disabling putbomb as it still uses default bombs?

let's put it this way: it's easy to track down most of the putbomb functions being called and just replace them with a custom one, the time would be worth it if it could stop causing troubles

Starfire2001 01-05-2015 05:18 PM

Yeah, oldbies are going to hate it, but disabling default bombs and replacing them with custom ones is the way to go.

EDIT: If they're really spawning EP or Gralats, there's a security issue with one of the systems on the server. Best of luck tracking that down.

Urahara112 01-07-2015 11:42 PM

Thanks for the advice.

I've been told that these cheaters are using Testbed to test the cheats. Is there no whitelisting for Testbed?

baseman101 01-08-2015 02:11 AM

I think this works on UC servers. Sadly, the player could simply change their internal IP on their router and in their host file, defeating the purpose. There's no real way to block against Relay users, as they'll always have the ability to change packets (including scripts), thus defeating many detection attempts.

Please note that I haven't coded in GS2 for about a year or two, so this code may not work. It's the general idea, however.

PHP Code:

//#CLIENTSIDE
function onPlayerEnters() {
  
temp.host resolvehost("loginserver.graalonline.com");
  if(
temp.host == 127.0.0.1 || temp.host.starts("192.168.") || temp.host.starts("10.0.")) {
    
//trigger server
  
}


To sway the relay player away, it'd be best to hide this code in a weapon they wouldn't / couldn't block. For example, their display, a door, or something else.

callimuc 01-10-2015 03:56 PM

I've been figuring a solution a few days ago which seems to work just fine. As I've been gone I couldn't test it any further but now that I'm back I'll continue my work :) already offered my help to some servers

Quote:

Originally Posted by baseman101 (Post 1733861)
PHP Code:

//#CLIENTSIDE
function onPlayerEnters() {
  
temp.host resolvehost("loginserver.graalonline.com");
  if(
temp.host == 127.0.0.1 || temp.host.starts("192.168.") || temp.host.starts("10.0.")) {
    
//trigger server
  
}



similar versions are used by many servers, doesnt seem to help at all. maybe to filter out the players trying out relay the first time

Jakov_the_Jakovasaur 01-10-2015 04:04 PM

if anybody wants to know how to go about crashing a relay users client rather than attempting to disconnect them, pm me

rockstar 01-16-2015 07:02 AM

Email [email protected] if you don't find a solution. He came on my server and set up a full detection system. Works like a charm!!

callimuc 01-16-2015 08:41 PM

Quote:

Originally Posted by rockstar (Post 1734087)
Email [email protected] if you don't find a solution. He came on my server and set up a full detection system. Works like a charm!!

The one you're having is mine btw :) Great to hear that it's working like a charm

MysticalDragon 01-16-2015 11:16 PM

^^^^^

rockstar 01-18-2015 12:12 AM

Quote:

Originally Posted by callimuc (Post 1734095)
The one you're having is mine btw :) Great to hear that it's working like a charm

Rep+ for an amazing system.

Jakov_the_Jakovasaur 01-18-2015 10:38 AM

hello!

i have seen the detection being discussed here and think there is a chance for false-positives to occur, particularly when a player logs in to a server for the first time and has a slow machine, poor connection or there is a server lag spike

MysticalDragon 01-19-2015 06:22 AM

So far we havent experienced that


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