This is a very big issue for source-based games.

I agree that client plugins should be disabled but i also agree with the
fact that there may be useful plugins for clients (already mentioned PREC)

2010/4/3 Saul Rennison <[email protected]>

> Please stop for a god-damn second and think about your "solution".
> PLEASE tell me how the server would possibly know whether the client
> has any plugins loaded? And even if there was a way, it could probably
> be blocked with 3 lines of code in a client plugin anyway
>
> Clientplugins were never supposed to be a feature and are a side
> effect. There is nothing to do with clients in there by default, they
> are SERVERPLUGINS. The only secure way to fix this is enable plugins
> for dedicated servers only.
>
> On Saturday, April 3, 2010, Steven Crothers <[email protected]>
> wrote:
> > Possibly the worst idea ever mentioned on this list.
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of Allan Button
> > Sent: Saturday, April 03, 2010 1:42 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
> >
> > Make it a launch option of srcds to allow plugins on the server. Not a
> cvar.
> > And off by default.
> >
> > Then, for people who are serious about client plugins, maybe a way to
> have
> > them signed by Valve. Think Apple App Store for iPhone.
> >
> > Allan
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of Mark Gunnett
> > Sent: Saturday, April 03, 2010 12:14 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Plugin Loading on clients, enough is enough.
> >
> > While you may not be removing all the cheaters by giving a cvar to
> disable
> > client side plugins, you will be preventing the people who are too stupid
> to
> > do some of the more complex cheats. Why make it easier to cheat? Learning
> > how to Lua script (Or script in sourcepawn) isn't all that hard,
> especially
> > if you have a shell to plug into that handles all the major hooking you
> need
> > to do. The fact is, there are a lot of people who know how to read
> > instructions and can install sourcemod into the client directory pretty
> > easy. And from the sounds of it, there are pre-written lua scripts that
> they
> > can learn from to do whatever they want with the new client lua
> interface.
> > However, giving servers the option to disallow clients with plugins
> loaded
> > just like having the option to filter out clients that have failed md5
> > checksums for their textures isn't that bad of an idea. I can see where
> > client side plugins are useful, ESEA and such aside. However, they have
> no
> > place, or legitimacy being run on regular servers. While not all users do
> it
> > for malicious intent (Hey look, I was at a LAN!), the fact is most users
> > that use that interface, are doing so for malicious reasons.
> >
> > Again, it may not stop the big boys, but making it easier to cheat just
> > doesn't make sense in my book.
> >
> > On Fri, Apr 2, 2010 at 9:43 PM, AzuiSleet <[email protected]> wrote:
> >
> >> So consider Valve does disable clientside plugins, what will change?
> >> Absolutely nothing. All the cheaters will continue to use their cheats
> >> that don't rely on clientside plugins. Everyone else will use a
> >> network proxy, which can replication all the malicious exploits you're
> >> worried about. With a network proxy you just send net_SetConVar to
> >> force any cvar on the client. There's also the magic of the exploits
> >> in the netcode that aren't fixed, like net_StringCmd before you do any
> >> sign on, which is what the NULL player crash is. There's also the
> >> client disconnect control command, which is again being exploited by
> >> the lua clientside plugin, but is trivial to do with a network proxy.
> >>
> >> In the end Valve needs to fix the real exploits, which are the source
> >> of the issue, not disable a very useful feature.
> >>
> >> On Fri, Apr 2, 2010 at 8:22 PM, Charles Mabbott <[email protected]>
> >> wrote:
> >> >
> >> > --- Scott Highland wrote:
> >> > Maybe you could explain why this whole list, and the company that
> >> > runs it should all agree to completely remove the ability to
> >> > incorporate modifications just because it would suit YOUR needs as
> >> > an anti-cheat function to thwart the .3% of TF2 players that are
> >> > abusing it in this fashion? That's a pretty self-centered way of
> >> > thinking and kind of ridiculous, it's sad so many of you don't seem to
> > see it this way.
> >> > ---
> >> >
> >> > The only suggestion I have seen that seems appropriate is a server
> >> > CVAR
> >> that
> >> > forcefully unloads any non-valve released client plugins. (sv_pure
> >> extension
> >> > could be pretty good, but has a couple of issues). Which would allow
> >> > everyone a decent options. A CVAR was added to effectively disable
> >> > Mic
> >> spam,
> >> > remove the wait command from client scripts. Of which a very small
> >> portion
> >> > of the population actually used, however, it only takes one aimbot
> >> > to hop into a f
>
> --
>
> Thanks,
>  - Saul.
>
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