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About giKoN

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  1. The patch in fact fixes many of the issues on the netcode layer so thats a very good sign. First tests were positive from what I heard. The serveradmin.xml corruption is still a thing but I expect 19.3 to receive another Build which fixes that. For the EAC bypass which is going around it won't help just yet - but the bar to hack the game has been raised significantly. Honestly, thank you @Devs for taking this serious and reacting with a patch almost dedicated only to this. I think many in the server hosting community are feeling relief that they are not left alone.
  2. Well, i'm testing my client side performance during the attack. So yees this doesnt show anything with regards to the CPU of the server. The proper information is available in the pimps testers discord. However, the ping is crucial given that it was performed locally - thus, no attack on the network itself. It's simple, the game isn't dropping the invalid connect/disconnect requests as it should and instead allocates ressources. But as I mentioned, this is just one of the endless possibilities we have right now to manipulate on netcode layer.
  3. It shows how the game handles netpackage spam for connect/disconnect packages. It attributes resources to the spam prior to checking for validity/steam auth, thus, all valid packages get delayed (ping) - if done with high enough frequency/long enough the CPU will cave in. RAM load is increased significantly too. We did this with relatively small bursts to test the concept. the crash ptentially causes world saves to go corrupt and desync between client files. the spam was performed locally.
  4. The proof is the netcode. Everything that has been mentioned prior we are able to provide more details for as soon as there is reasonable interest. We do share a discord group with Allocs and Hated but the communication has rather been one-sided. I think one entire tool was shared with Allocs which shows just how easy it is to do whatever you want on a dedi server. By now: * we have fixed serveradmin.xml corruption which is caused by invalid characters (missing check on save&load). Anyone joining and getting banned with < > & " ' characters in their
  5. Thank you for that awesome idea. That solves all the problems. This thread can be closed now and all necessary investments into netpackage security will no longer be required.
  6. I will try not to deviate the topic more than necessary but I do hope you at some point get to realize how much a comment like this may upset the one or the other. I have corrected your statement in the quote to give you a hint where you could start.
  7. Maybe I will post a quick summary of what happened while the thread was hidden (which happened per my request to not have too many details showing, so please don't start arguing with the mods on that): Since the thread started, I know of at least 14 Servers which have been attacked, sometimes the worlds have been entirely corrupted to the point of having to start a fresh seed, some have had their serveradmin.xml restored to vanilla, some had seen their own players banned for activities based on spoofing. On the technical side, we were able to provide the proof of concept w
  8. This sounds like the treasure bug. Make sure you do not have a duplicate treasure quest in your quest tab and if you do, cancel and reconnect.
  9. Thanks Alloc, it is a relief to know that work will be done on NetPackages. I do think it's necessary at this point. And if DM/CM on dedicated can be solely controlled by the dedicated instead of client it would definitely help. I hope I can deliver some proof of concept for the rest, there's several tutorials for Minecraft and other games on how it can be achieved in general, unfortunately as Ch1lly pointed out im still an amateur
  10. @Smegzor try making your server send this to a client and check if you find the server getting a response against it: _cInfo.SendPackage(new NetPackageConsoleCmdClient().Setup("dm", true)); This should be an easy proxy without altering client dll. In the end, it should be the same result. Regarding closed source I really would like to say something but in the interest of this topic i refrain from doing so.
  11. For as long as botman blocks all Proxies I can imagine the exposure to the blatant hackers was reduced. if however clean IPs or from botman not listed Proxies are altering packages you won’t know until they decide to do something obvious - and then you won’t know if it’s bypassing EAC (theres no EAC heartbeat checks), cheap public hack which will get banned within days or if it’s altering packages passing through. The info is retained within the client. Prisma has done the proof of concept on vanilla, he would be able to tell a lot more about the responses the servers get bu
  12. It matters for the validity of outgoing packages from the clients. From what I understand (and I would love if more experienced coders would actually take their stance here), clients can send netpackages with spoofed entitiy ids and the server runs operations based on the entitiy id with no verification if it's from the steam id the package originated from. In one example, a player was hit by another player and in return the attacker was banned for godmode. The returning netpackage from damage/health calculations seem to have been tempered with in order to apply god mode bufs on ot
  13. Mod sent through PM to you @Roland. The mod is currently still under retained testing by 3 servers and thus not published open source. It is aimed to become merged into ServerTools to be part of the open source. More generally in discussions today it was confirmed that the main issue is the handling of NetPackages of any kind. There is no need to ultimately narrow it down to my mod given that every client is able to use a far broader variety of netpackages to alter. In July already I was warned by a Chinese Admin (at least I hope his main focus when going through the co
  14. So you're telling you're able to alter netpackages send to the server on your own will. See post 1. Besides that at least your tone is obvious enough.
  15. I have thought of making a bug report. But if anything deserves a reply "works as intended" it is anything related to servers incapability to verify netpackages and client's status. player.IsSpectator is a good example. Due to the fact that invisibility of admisn needs to be pushed to other clients THROUGH the server, the servers have the ability to control for that attribute and ban accordingly. However, IsFlyMode is not reported to the server, IsDebugMode and IsCreativeMode dont exist, IsGodMode does nothing either. Those are just the easy examples. Here a quote from
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