Once code is loaded into memory, it's open game.  It doesn't matter what the
server/client relationship is.  If I have a binary/application that hunts
for that code in memory, then I can change any value I want.

I have written some code in my plugin that locks down certain values that I
know people are using to alter game play, but to figure out all of the holes
people are trying to exploit would be fruitless.  Then you have 5 different
games ( well L4D and L4D2 are pretty close so maybe 4 ), there's no way to
handle that reasonably.  

If VALVe gave the server operators the choice to keep clients that have
plugins running, that would cut some of them out.  But even as COD6 has
proved, you definitely don't need a client side plugin to cheat. 

Keeper

-----Original Message-----
From: Arg! [mailto:[email protected]] 
Sent: Tuesday, March 30, 2010 8:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Plugin Loading on clients, enough is enough.

Im certainly no expert on how the libraries are being used here, but
shouldnt the code explicitly state that certain cvars are to only come from
the replicated source, eg the game server? Sure there might be ways around
this with injection as mentioned but shouldnt the listen server (to cover
the lan side) be using a seperate copy of the engine binaries which are
affected here so when plugins are run in that context, they do not override
the cvars being replicated from the actual gameserver the client is
connected to?

I was under the impression this problem existed because the client was
sharing binaries with another server running on the local machine, so
seperating the binaries being used would fix this surely.


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