New Ingame-Identification System

I was brainstorming with a friend on a possible way to identify players ingame and came up with the idea of a LUA that would provide a decent identification system that would be hard to spoof.

Specifics:
  • A unique username and password could be created by you on our website (which gathers hardware info to limit the creation of accounts to prevent attacks)
  • There would be a command that displays all players who are logged in as well as their ETPro GUID and part of their IP (like TZAC did), which could be screenshotted and uploaded to Clanbase as was done with TZAC GUIDs
  • Off-site verification could be done to ensure that the IP and ETPro GUID are the same as the ones provided during registration
  • Could be added to all servers by uploading a few small files
  • Users wouldn't have to install anything

Possible problems:
  • Feel free to comment with concerns

What we need:
  • Support from the community for adding this to competition
  • Some assistance from community members who are experienced in web servers
  • A server to host this on (shouldn't be a lot of space)

Ways to contact me:
  • xfire: etforeigner
  • irc: foreigner @ #america.et
  • cf pm
  • cf comments


United Arab Emirates DARKI I LOVE YOU FULL HOMO
Comments
27
UAC is fine
Until January 1st.
Parent
HA! you love darki ......GAAAAAAAAAAAY !!!!
Quote full homo
Parent
we need smth like kmod, if i remember right it gave some infos about players
I did like Ymod most by BossHK
Parent
wasnt that easily spoofable? but yeah the idea of it works
Parent
etproguid is spoofable but dont know about the rest, it show ur ip & pb guid aswell
Parent
Can you integrate an AC?
It wouldn't be a problem for an AC to run with the identification system, but that's not something we can do with LUA. We're far from experienced enough to do a full anticheat system, this is just something that wouldn't be a huge challenge until a better solution is found.
Parent
i feel the love
this is not going to work:
- ETPro guid could be easily changed just by changing MAC address (every network card has that), I am afraid that would be possible in this case as well
- controlling IP address? Even if you decided to control subnet, not full IP (for example, I have dynamic IP which changes at least once a day and each time I restart router), it does not cover scenario where player switches internet (If my regular inet goes down, I hook up my mobile internet and I am good to go again)
Given that the hw guid will be tied to an account, such as was for TZAC and is for UAC, I don't see a big issue with spoofing, if the proper checks are in place. Everyone can already "bypass" UAC or as was TZAC by applying the same principle, change your MAC address, alter your hardware configuration, get a new guid. Still gives you some sort of verification process due to being tied to an account however. Also irregularities would show if they're logged and possibly even publicly displayed (ie yawn.be).

Above mentioned method meets every criteria UAC is currently being used for. This however is by a far a better alternative and, most likely something I'd be willing to use as opposed to running spyware on my PC.
Parent
My point was pointed toward "Off-site verification could be done to ensure that the IP and ETPro GUID are the same as the ones provided during registration" - as easy as it is to change your ETPro guid (and sometimes not knowingly - back in the days I was playing around with MAC addresses and I found out like 2 months later that it actually alters my ETPro guid), the system would more than just ETPro guid to do the required checks. Same goes for IP - what if in middle of match my inet goes of, I connect to mobile network and suddenly I am not allowed to play because it does not match my IP during registration? HW guid/IP checks can be implemented, no harm in that, those are the easiest means to identify users, but I would not like to see them as the only criteriums for identification (even regular username/password on top of that would be a must imo - just like tzac/uac has).
Parent
No arguing there, merely pointing out that the initial idea isn't worthless either. It can be done, quite easily so and a lot more efficiently than Foreigner had in mind. Though unless directly embedded into ETPro I don't see a way around an actual client to go along the verification process, otherwise you'll just have a huge variety of issues if you make it all browser based and compare accounts + predefined values against the server.
Parent
Verification:
1. ETClient: Sends Command /login myUserName myPassword
2. ETServer: Server sends IP with guid ,username,password to WebServer
3. ETServer: Wait for response (Possible mini lag spikes, so maybe pause game if there is one active)
4a. WebServer: Check if correct info
4b. WebServer: Notify any changes that have happened (IP,guid not same)
5. WebServer: If correct info and guid (Possibly ip) not changed send verfication
6. ETServer: If correct allow player to play etc.
7a. ETServer: Save currently logged in players to temp file
7b. ETServer: automatically log in players until they disconnect (When they disconnect delete them from file)

edit: and this can all be done with LUA.
Parent
7a. ETServer: Save currently logged in players to temp file
7b. ETServer: automatically log in players until they disconnect (When they disconnect delete them from file)

Eh, I don't think I'd want to give anything write or delete access on my server. This could lead to quite a heavy vulnerably. I get what you're trying to do but ditch the IP checks, you can check for country ranges if you like, but other than dumping them to a table there really is no genuine use for them. Some American ISPs still stick to static IPs, Europeans don't. I can switch IP within any of the German ranges at will and in two seconds tops. Also, as said previously, as long as it's tied to an account (as will be tied to clanbase), go with ETPro guids, yes they're spoof-able, yes they can be altered with miniscule amount of work, but they're tied to an ACCOUNT, all of which will be logged and flagged if alterations appear excessively. No point in spoofing either, if I'm playing with my account under someone elses guid - that's... pretty much a dead give away.
Parent
It would add the extra hassle of logging in after every round if they weren't saved to the server, which would probably be annoying for some players. I guess they could just make a bind to do it though.
Parent
store em externally on your webserver. All it takes is one check from the ET server to compare it to yours. :)
Parent
Perhaps, in order to play with the altered GUID, you would have to enter the new one on our website? It's also possible to allow the user to play and add a flag that says failed verification, which they could fix later on our website, which would still have the hardware checks in place that we can't do ingame.


The main issue here is that we don't have enough experience with LUA on etpro to know how much info you can gather about the user, in order to generate a hardware GUID. This is the most we know is possible, but of course there could be other features.
Parent
lemme brainstorm u here for a second, no game, not a single one in the esports does have what crossfire wants.
good idea if u can make it rly work.
Yeah, this would be awesome. :)
If its easily doable, then do it and post like an alpha so we can test it ;)

Lol I see filus and oxy already whine about it like they do with everything haha
QuoteWhat we need:
A server to host this on (shouldn't be a lot of space)
Parent
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