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a multiplayer game of parenting and civilization building

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#1 2019-09-23 10:58:51

Joriom
Moderator
From: Warsaw, Poland
Registered: 2018-03-11
Posts: 565
Website

Protocol/log change: client cused (for statistical purposes)

Hello. I would like to suggest a small change in the login protocol and death logs that would show what client was used for that life, thus allowing us to compare differences between vanilla players vs people using other clients (like awbz).

SN
current_players/max_players
challenge_string
required_version_number
#

LOGIN email password_hash account_key_hash tutorial_number twin_code_hash twin_count#

D time p_ID email_hash age=var sex (x,y) cause_of_death pop=var

change to:

SN
current_players/max_players
challenge_string
public_key
required_version_number
#

LOGIN email password_hash account_key_hash tutorial_number twin_code_hash twin_count client_name_encrypted#

D time p_ID email_hash age=var sex (x,y) cause_of_death pop=var c=client_decoded_name*

*not in case of default client. Further read details.

First Sequence Number (SN) message would also provide public key for encryption.

Login message would also report client name encrypted using public key.

Server would decrypt client name using private key and use to in Birth/Death logs to inform if client was modified and what name it reported.

Few details:
- Default (oryginal, nonmodified) client name would be displayer in logs differently than the name sent by the client. Read further.
- Encryption with public/private key pair added so default client impersonation is harder. There should also be some random salting string in the encrypted name that is discarded after decryption server side as to make encrypted messages change.
- I get that game is open source - but "default" reported client name could be contained in a file that is ignored by git and not included in public repo (maybe except for the template?). In case of that file missing, client would by default report "unknown" or "modified". This would make it so only way to impersonate default client would be oryginals client direct memmory reading to find the name... which could be stored encrypted as well... and I don't think anyone would be really going to go to those lengths .
- Custom client providers could include their client name in their distrubuted binaries so they report their name of liking, like "awbz" or something instead of the default "unknown" or "modified".


Well... a lot of work for nothing, right? Although, with this information we could check if players using zoomed out client do better (and how much better) than default client users, how many people use what client (if client providers give them custom names) and for example - if modified clients make it easier to kill (current hot topic) because we all know griefers and trolls will use tools that best allow them to do their tasks.

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