This wouldn't get you any additional security.
You dice hacker could just modify that code that returns the checksum. If
they used a proxy, they could even do that externally to vassal. Only way
for that to work is to use a trusted third party server with verifiable
results.

I haven't heard of these cases you say of dice hacking? Are people really
doing this? Pretty despicable if they are, but there is not much you can do
about without adding to the vassal server and requiring all games to be done
in a connected mode.  That is an unappetizing restriction on the use of
VASSAL.

On 3/24/07, jason tanner <[EMAIL PROTECTED]> wrote:
>
>   Just had an idea and wondered if it has been brought up before.
>
> As you may recall, our community has suffered through several claims of
> dice hacking and there's really no getting around how simple it is to mod
> the dice if you really wanted to cheat. Making the engine more secure isn't
> really in anyone's best interest from a time and open-source perspective.
>
> But would it be possible to put in a simple CRC check on the MOD file that
> you can get comparison in the chat window?
>
> If you can get a response that your MOD file and your opponent's match
> exactly that would go a long way toward allaying fears of hacked MODs.
>
> The command wouldn't need to echo to the opponent's chat. Just give a
> local response that the mods are the same or different. That would get
> around the "what, don't trust me?" stuff.
>
> Seems like it would be a pretty straightforward function to add.
>
> -Jason (Star Wars Minis MOD)
>
> ---------------------------------
> Looking for earth-friendly autos?
> Browse Top Cars by "Green Rating" at Yahoo! Autos' Green Center.
>
> [Non-text portions of this message have been removed]
>
>  
>


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