Hopefully we get a way to pass the owner id in a way that allows for
instant bans. Yesterday we had 20 bans in a few min from players doing
this.

According to the admins
"*Problem:
*
Five guys in gg... banned by 4 different admins, over 20 times in total
(see the screenshot, which spreads to the next page as well)...

AND THEY KEEP COMING BACK...

*Explanation*:

That, my friends, would be the first occurrence of
exploiters/grievers/hackers that own a Steam Family Sharing beta key,
allowing them to create multiple temporary instances of their accounts to
play on ... and when that account is banned, they just make a new one for
free from the original. Rince and repeat."

See the bans from the 24th:
http://www.ibisgaming.com/sourcebans/index.php?p=banlist

Hopefully, this is fixed in a future build :D


On Thu, Oct 24, 2013 at 4:20 PM, Kyle Sanderson <kyle.l...@gmail.com> wrote:

> In case anyone is following this, there's a WebAPI update planned for next
> week which allows for getting the owner's account from a lender id.
>
> There's also a Steamworks update planned for between yesterday and (?),
> which adds the owner's id to the ticket verification result
> (ValidateAuthTicketResponse_t). However, this is too late for servers to
> get the owner's id. SourceMod at the moment supports checking if they're
> verified (by not handing out admin before IsClientFullyAuthenticated
> happens). However, this happens far too late in the process (30 seconds
> typically to a couple minutes, to never if Steam is down), subsequently
> most servers (to my knowledge) have the feature disabled (or at least want
> it disabled; from the threads I've seen).
>
> After the Steamworks update happens, I believe we need the owner's
> accountid passed to the server at the same time as the actual rendered
> SteamID (how it is at the moment, sent from the client at connection time).
> This should allow for the same verification result as
> IsClientFullyAuthenticated, and pre-usage that most of the engine does.
> This should continue to allow for immediate usage, which is what is used
> now.
>
> A public engine function would be appreciated to get the owner's account
> id (or rendered SteamID, as to conform with everything else). Unless if I'm
> neglecting something major, this should resolve the exploit for everyone as
> clients are updated to support sending the supposed ownerid.
>
> Thanks,
> Kyle.
>
>
> On Tue, Oct 22, 2013 at 1:56 PM, Kyle Sanderson <kyle.l...@gmail.com>wrote:
>
>> The Steam Family Sharing Exploit is still a vivid problem CS:S, as it
>> takes roughly 90 seconds to connect to a new VPN Server, create a new Steam
>> account, and rejoin. I've re-banned the same griefer about 7 times now in
>> the last 19 minutes; they're pretty persistent. Please help everyone using
>> your products protect ourselves against this new `feature`.
>>
>> Thanks,
>> Kyle.
>>
>>
>> On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson <kyle.l...@gmail.com>wrote:
>>
>>> Today, we're seeing a ton of banned, griefing players using VPNs and
>>> throw-away Steam accounts to bypass server bans. The problem already seems
>>> to be pretty widespread in CS:S. Considering this is the first weekend
>>> where the beta was opened up, it's only going to get worse. I'm sure this
>>> isn't isolated to CS:S, or my servers. There are many others running
>>> community servers, some probably not even using Source that are impacted by
>>> this. The native Steam Exploit seems to be getting abused quite heavily.
>>>
>>> The theoretical is now the present,
>>> Kyle.
>>>
>>>
>>> On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak <wazanato...@gmail.com>wrote:
>>>
>>>> Every game copy should have an ID associated with it, this way an admin
>>>> can ban per copy of the game rather then player ID. It's bad enough right
>>>> now in TF2 and some of the Source mod games where a griefer can just
>>>> quickly make a new account and reset their IP address having this start to
>>>> happen in games like CSGO is going to be a major pain for admins.
>>>>
>>>>
>>>> On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. <nextra...@gmail.com>wrote:
>>>>
>>>>> Banning by IP is useless for many countries. And if cheaters abuse the
>>>>> family sharing they will certainly go to the "lengths" of making a quick
>>>>> new dial-in to grab that new IP.
>>>>>
>>>>> I have already said this much on the Beta Forums, and fully agree with
>>>>> Kyle. This brings the TF2 F2P dilemma to every title.
>>>>>
>>>>>
>>>>> On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs 
>>>>> <d...@forlix.org>wrote:
>>>>>
>>>>>> On 2013/10/18 03:38, N-Gon wrote:
>>>>>>
>>>>>>> I agree with Dog.
>>>>>>> However, I would also like to note that with SourceMod you could ban
>>>>>>> the
>>>>>>> users by IP. Sure they can change it, but most of the trolls are
>>>>>>> either
>>>>>>> too stupid to figure out how or too stupid to figure out how to do it
>>>>>>> quickly. Meaning you'd see the "repeat offender" now and then, but
>>>>>>> not
>>>>>>> enough to be too much of a nuisance.
>>>>>>>
>>>>>>
>>>>>> I'd like to note that for broadband providers in my area it is quite
>>>>>> common to hand out a different IP on every dial in, while a connection 
>>>>>> with
>>>>>> that same IP can be kept alive for 24 hours at maximum. Hence I would 
>>>>>> never
>>>>>> bother to ban by IP if the ban is supposed to be longer than a few hours.
>>>>>>
>>>>>>
>>>>>>
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>>>>>>
>>>>>
>>>>>
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>>>>>
>>>>>
>>>>
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>>>>
>>>
>>
>
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