This would be the ideal solution to the problem (the rcon protocol under HL does this). The only problem is that it breaks every query program ever written.... Ahhh, the wonders of supporting legacy programs.

Jan Kleinsorge wrote:
All this wouldn't be a problem if there'd some kind of validation of the
origin of the message. I think of some kind of handshake. An example:
The client performs an 'helloserver' and appends a random id-number to it.
The server in turn will then send back a message with an own random id to
the client ('helloclient')
The final step is, that the client has to respond with an id which is a
combination of both id's (XOR'ed .. whatever). The server compares this with
it's own client/server-id.
If the server agrees, then it will send the previously requested information
to the client.

This way, there can't be any flood-attacks on a gameserver since the
clienthello-msg will only be a few bytes long. Problem is of course the fact
that all this works through UDP. So there wouldn't be


Maybe this is a little contribution to this discussion.


Good luck

Jan

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