The player couldn't possibly have every view that an admin might initiate
the screenshot at.  There are virtually an infinite number of positions the
player could be in when the shot was taken.  That's why I propose taking an
admin shot of his screen at the same exact time for comparison when the
client sends his.  If it's too far off from the admins screenshot (which
should be taking while in first person view of the suspected player), then
it is most likely forged.

Steve
----- Original Message -----
From: "Andrew A. Chen" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, August 15, 2002 6:08 PM
Subject: [hlds_linux] RE: screenshots


> Because the hashing is done on the client side.  The screenshot is taken
> on the client side, hashed, and the hash is sent to the server.  The #1
> rule of network programming is never trust anything from the client.
> There's really nothing there to stop a cheater from keeping a bastion
> screenshot around, along with a md5 sum for it, and having a proxy
> transmit a fake MD5 sum.
>
> As long as you have to trust the client for anything, there will always be
> cheaters.  Until we have every frame rendered on the server, and
> transmitted to the client, cheating will remain a reality.
>
> -a
>
> ---
> Andrew A. Chen
> Divo Networks
>
> On Thu, 15 Aug 2002, Brad Schulteis wrote:
>
> > This all sounds feasible to me. Valve, get ahold of some open source jpg
> > compression source and some MD5 hashing source, and add the code to the
> > hlds to make a screenshot, compress it, hash it, store the MD5 hash in a
> > server file MD5.log "L081502 - Player:123456 - hfds87hdfiuh78hdfkjh987".
> > Then change the 'upload' command in the hlds to allow for uploading of
> > the screenshot. Then the server admin can just open the cstrike dir,
> > read the MD5.log, hash and open the screenshot. Tada! Why wouldn't this
> > work?
> >
> >
> > PrivateRyan / Brad Schulteis
> > http://www.therealaod.com/
> > http://www.nospeedname.com/
> >
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