At 10:01 PM 2/2/2003 +1100, you wrote:
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Hi all,
Just after some conceptual help here on how you'd go about triggering an
entity (in most if not all instances a door) to open from the client
side.
I'm recoding the func_door to open a VGUI menu for the user to enter a
pin code. If the pin is correct the door should open if not then it
should remain closed.
Ideally this should be able to be done so that the player can't emulate
it via console commands etc.
I'd think that if the server doesn't somehow validate the code, it is
exposed to being comprimised.
I'm not sure how else you can transmit something from a menu to the server
that can't be emulated by a client.
Windows has a cryptographic API, which works on all versions from Windows
95 OSR 2 and up, if I recall correctly (my MSDN is broken right now and I
can't check).
You could take the code, and use one of those crypto functions to encrypt
it, and send that, but that can still be 'emulated' by a clever enough
client. Also, the encryption function you use would have to be available on
windows and linux for the server (or the results of the encrypted secrets
would have to be available on all servers somehow).
The door knows the client 'used' it or however the VGUI is triggered right?
Set a flag so the door remembers if it was triggered to look for the
password, if so it accepts the thing coming from the client, otherwise the
player is 'faking it' by typing the password without triggering the door.
I can't think of a way to make it not be able to be emulted in the console,
I just protect the server from receiving it when it doesn't want to myself.
Like dead players can't send voice commands, even though they can die with
a VGUI menu open, I just don't play the command from the server, regardless
of what the client sends me.
Not what you wanted exactly, but it may stop the casual hacker...
Anyway, looking forward to your ideas,
Thanks,
Michael Shimmins <mailto:[EMAIL PROTECTED]>
Sesechial Software
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Pat 'sluggo' Magnan
Tour of Duty mod
http://www.tourofdutymod.com
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