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ASSS Custom Projects - *super and settings

Anonymous - Thu Apr 03, 2003 3:55 pm
Post subject:
this may be out of section, which explains why i tacked it onto this trhead, but can you give me a basic run down of any validtion the client makes IE what the server can gete away with without "confusing" the client?

also, could you explain the basics of the *super command? i know wht it does... i want to know how it does it, can it be revoked?

in essence im asking for how the client is made aware of settings and how it relies on them in sending and receiving packet data
Mine GO BOOM - Thu Apr 03, 2003 6:27 pm
Post subject:
All *super does is send a new settings packet to the client, with the abilites set huge so it can recharge/shoot fast. The problem with this is that the server doesn't "remember" the settings it sent to the user, so during the next security checksums, the settings checksum errors out. That is why you have to temp smod/sysop a user, so they won't get kicked for checksum/security errors.

If you want to make a *super command, you can do that. Just have it create a normal settings packet, and edit the abilities you want, and send to the client. The packet structures are all in the source for you.

The server can do a lot of things without confusing the client. You can send fake users (how *mirror works in subgame), send messages without a valid userid (every so often, this may actually happen to people, but is rare and requires lots of lag when logging in). You can send them different settings, flags, balls. About anything you can do, you can tell the client, and it will accept it. Just remember, sending him a different settings/lvl (when first entering around only) will cause his checksums to be different than the current security module will handle.
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