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Thread: Bind detection

  1. Administrator Bunni's Avatar
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    Steam ID: bunni Bunni's Originid: Dr_Bunni
    #1

    Bind detection

    Whats your thoughts on this E? Is it possible? (Just looking for your thoughts, not trying to imply anything or give you more work todo.)

    If nothing else we can we not build in a small (maybe a lil larger) system to where the user selects from a brief menu, what they want various keys or mouse buttons bound to. This being the worst case senario.

    We can certainly detect clients manual exec's of scripts right? Just hook it, inspect it, if nothing is suspicious, just pass it to the engine.


    Can we capture the console output of a command? If so we can just exec bind <key> which should output what is bound currently to that key.



    Hmmm...


    Certainly not on the top of the priority list, or even close for that matter, but maybe, a lil project for who ever is willing to take it on, or maybe I can, after i finish up with vault and rsma...





    If it could be done, im sure a lot of leagues would want to get a hold of it as well, prolly only allow it because its to hard to detect via demos.

  2. Registered TeamPlayer
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    Bind detection
    #2

    Re: Bind detection

    I'm not sure there is a way to detect bindings. Bindings are done completely client side as far as I can tell - they don't send any events to the server so (1) we have no idea what is bound (2) we can't inspect the bindings.

    Additionally, you can't force a client to exec console commands anymore - there is a client side preference that a user can enable that causes the client to ignore any such "exec suggestions" from the server.


    However, depending on how rigid the leagues want to be, you could do a combination of the above to enforce a "standard" set of bindings.

    1) Enforce that a client must always allow the server to exec arbitrary commands. It can enforce this by exec'ing something on the client and expecting a response. If the server doesn't get the response (because the client is "ignoring" the servers) then the client is in violation
    2) The server can remap all of a clients keys to some default approved config. Maybe a client can have a "customized" config that the server is already aware of and can be hand inspected by an official, and the server rebinds a clients keys to that customized config.
    3) The server randomly audits a client during play and remaps all of the keys back to the pre-approved custom config just in case they started remapping keys.

    Its not perfect, and I'm not even sure its worth it, but its an idea...

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