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Rcon locker / exploit fix


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adamnp
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Join Date: Jul 2008
Location: Connecticut
Old 08-06-2009 , 23:52   Re: Rcon locker / exploit fix
Reply With Quote #51

Cheers mate!
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devicenull
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Join Date: Mar 2004
Location: CT
Old 08-07-2009 , 01:41   Re: Rcon locker / exploit fix
Reply With Quote #52

Quote:
Originally Posted by Kenny Loggins View Post
Hmm ya that would be a nice option maybe allow it to integrate with SourceBans? I don’t need people like that playing on my servers…
Sourcebans integration is a bit farther then I'd like to go. I could set it up to log all kicks/other events to a log file though. Would that be good enough?
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Kenny Loggins
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Join Date: Jun 2008
Location: Rochester, MN
Old 08-07-2009 , 03:04   Re: Rcon locker / exploit fix
Reply With Quote #53

Yep that would work just fine for me
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Whosat
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Join Date: Nov 2007
Location: Singapore
Old 08-07-2009 , 08:30   Re: Rcon locker / exploit fix
Reply With Quote #54

This poses a problem for L4D modded Local servers. If you have mods installed in your client and you join a server with this plugin they'll disconnect you telling you to uninstall all plugins.

Perhaps add a cvar for us serverops to set whether we would like to allow such people in?
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Timiditas
Senior Member
Join Date: Apr 2009
Old 08-07-2009 , 10:54   Re: Rcon locker / exploit fix
Reply With Quote #55

How exactly does this work?
Code:
            GetClientAbsOrigin(i,origin);
            if (origin[0] == 0.0 && origin[1] == 0.0)
            {
                ForcePlayerSuicide(i);
                PrintToChat(i,"Likely teleport hack detected, you have been slayed");
            }
What IS a vector origin of 0, in sourcepawn-terms?

I don't want players to be slayed for using normal teleporters built into a map, or because of being teleported somewhere by another plugin.
Also, wouldn't there be a way to detect this on another way than OnGameFrame?
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devicenull
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Join Date: Mar 2004
Location: CT
Old 08-07-2009 , 15:13   Re: Rcon locker / exploit fix
Reply With Quote #56

Quote:
Originally Posted by Whosat View Post
This poses a problem for L4D modded Local servers. If you have mods installed in your client and you join a server with this plugin they'll disconnect you telling you to uninstall all plugins.

Perhaps add a cvar for us serverops to set whether we would like to allow such people in?
By allowing clients with addons to play, they have the ability to use any cvars that are marked as having cheats. I realize it can be annoying, but the alternative is cheating.


Quote:
Originally Posted by Timiditas View Post
How exactly does this work?
Code:
            GetClientAbsOrigin(i,origin);
            if (origin[0] == 0.0 && origin[1] == 0.0)
            {
                ForcePlayerSuicide(i);
                PrintToChat(i,"Likely teleport hack detected, you have been slayed");
            }
What IS a vector origin of 0, in sourcepawn-terms?

I don't want players to be slayed for using normal teleporters built into a map, or because of being teleported somewhere by another plugin.
Also, wouldn't there be a way to detect this on another way than OnGameFrame?
There's a teleport exploit that lets you teleport to 0,0,current z postion. Normal clients would never actually be able to make it to exactly 0.0, 0.0. I cannot come up with any other way to detect this.
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andi67
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Join Date: Mar 2007
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Old 08-07-2009 , 16:19   Re: Rcon locker / exploit fix
Reply With Quote #57

You´re the man Devicenull , thx for this!!!
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Whosat
Senior Member
Join Date: Nov 2007
Location: Singapore
Old 08-07-2009 , 22:19   Re: Rcon locker / exploit fix
Reply With Quote #58

Quote:
Originally Posted by devicenull View Post
By allowing clients with addons to play, they have the ability to use any cvars that are marked as having cheats. I realize it can be annoying, but the alternative is cheating.
Ah okay thanks then.
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Kenny Loggins
SourceMod Donor
Join Date: Jun 2008
Location: Rochester, MN
Old 08-09-2009 , 23:47   Re: Rcon locker / exploit fix
Reply With Quote #59

Can anything be done about the A2S_INFO Spam issues?
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devicenull
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Join Date: Mar 2004
Location: CT
Old 08-10-2009 , 00:14   Re: Rcon locker / exploit fix
Reply With Quote #60

Quote:
Originally Posted by Kenny Loggins View Post
Can anything be done about the A2S_INFO Spam issues?
Not from sourcemod. I'm assuming you found my wiki page about the exploits. That cvar is really the best you can do... Aside from modifying the query protocol, or doing something extreme like caching the A2S_INFO responses, not much can be done.

Actually, I have code that could handle caching A2S_INFO quite easily, the problem is it requires root access to the machine you would run it on, and is only compatible with linux. It would also require a bit more development to actually work.
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