Quote:
Originally Posted by UNKNOWNFILE
Here's a piece of pseudo-code for blocking this.
Code:
init block;
listen jj2ports
on CONNECT {
getname(); // gets name, IP and version
getip();
getver();
if name == null { kill player You are using no name. Please reconfigure your JJ2 client. } // kills the player, returning a message to a service if it is running.
do connect ip; // this block checks to see if that person is using a proxy
define sniff;
blah blah blah
do sniff IP;
if sniff == good { kill player You are using a proxy service. }
return 0;
}
this code will not compile, as it isn't a real block of code.
What it will do (once coded propertly) will get the name, IP and version of that user. If a proxy is detected or a null name is sent, it will kill that person.
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Actually it wouldn't work. I did some packet sniffing and the bot doesn't send a null name, it just doesn't send the join packet at all, normally the JJ2 client sends a connect request, gets a response from the server, and then the client sends the player info and then starts with normal game activity. If I'm not mistaken, the bot ONLY sends the connect packet and not the player info which is why you don't see a "so and so" joined the game. Either way, the bot creator would probably just add the player info if it got blocked, tere are already programs out there that do that.
Personally I'm all for this "spam" though, spreading JJ2 will certainly help the game.
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