I want to bind data to players by player(id, 'steamid')
Can a player, without access to the server, change this data (I mean steamID)?
edited 1×, last 21.02.24 09:12:32 am
 
  CS2D
 CS2D  Scripts
 
Scripts  Steamid safe?
 Steamid safe? Steamid safe?
 Steamid safe? 
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 Mami Tomoe has said is false. The steps Steam takes to protect their users' accounts is more than USGN's. In CS2D, USGN is much more vulnerable than Steam, and especially USGN lacks enough server verifications, and there is a lot of hacked accounts which could be due to most likely using some external programs or exploiting an unknown vulnerability in the game likely when you join the server of the exploiter which could possibly lead to getting your data stolen (there is no evidence on this yet, so its just a possibility).
 Mami Tomoe has said is false. The steps Steam takes to protect their users' accounts is more than USGN's. In CS2D, USGN is much more vulnerable than Steam, and especially USGN lacks enough server verifications, and there is a lot of hacked accounts which could be due to most likely using some external programs or exploiting an unknown vulnerability in the game likely when you join the server of the exploiter which could possibly lead to getting your data stolen (there is no evidence on this yet, so its just a possibility). player(id, "usgnname")
 Gaios: In 2014-2015, my friend used Cheat Engine to change the USGN ID in the game client and logged into the server with that USGNID. He also enabled cheats and someone recorded him playing with cheats and sent it to the moderators of unrealsoftware.de. In the end it turned out that banned innocent people.
 Gaios: In 2014-2015, my friend used Cheat Engine to change the USGN ID in the game client and logged into the server with that USGNID. He also enabled cheats and someone recorded him playing with cheats and sent it to the moderators of unrealsoftware.de. In the end it turned out that banned innocent people. Ranu: How do you propose to do steam verification? Where should I send my request? What should be in the request?
 Ranu: How do you propose to do steam verification? Where should I send my request? What should be in the request?  Gaios said that are... problems... with CS2D's Steam integration. There are vulnerabilities. Unfortunately there is currently no easy way to get rid of those.
 Gaios said that are... problems... with CS2D's Steam integration. There are vulnerabilities. Unfortunately there is currently no easy way to get rid of those. sv_checkusgnlogin is set to 1 (which is the default). I assume that in the scenario you described this option was turned off (some server owners do that because it can delay/freeze the join process). But if it's on you can be realtively sure that each ID you retrieve after a completed (!) login actually belongs to that user. Manipulating the ID is complicated and should be nearly impossible under real world conditions. You can do so locally but this won't change the ID on the game server.
 sv_checkusgnlogin is set to 1 (which is the default). I assume that in the scenario you described this option was turned off (some server owners do that because it can delay/freeze the join process). But if it's on you can be realtively sure that each ID you retrieve after a completed (!) login actually belongs to that user. Manipulating the ID is complicated and should be nearly impossible under real world conditions. You can do so locally but this won't change the ID on the game server. DC: I understood, thanks.
 DC: I understood, thanks. Ranu:
 Ranu: DC has full access to the game network which allows him to improve the security of the verification (there is
 DC has full access to the game network which allows him to improve the security of the verification (there is  sv_checkusgnlogin but no
 sv_checkusgnlogin but no  sv_checksteamlogin, that is because CS2D doesn't actually check if the STEAM login is valid, or at least not in a way that is as robust as the U.S.G.N. check).
 sv_checksteamlogin, that is because CS2D doesn't actually check if the STEAM login is valid, or at least not in a way that is as robust as the U.S.G.N. check). JonyFrosta: No, it's not encrypted. Plain UDP. Only
 JonyFrosta: No, it's not encrypted. Plain UDP. Only  rcon uses (very basic) encryption for the rcon password and the transmitted command. So you could simply use that and then use the
 rcon uses (very basic) encryption for the rcon password and the transmitted command. So you could simply use that and then use the  rcon-hook to entirely control on your own what happens with the input by letting it return 1.
 rcon-hook to entirely control on your own what happens with the input by letting it return 1. 
  
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