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Indicators, that show NOT Minetest client on work

Posted: Sun Jan 27, 2019 22:23
by Festus1965
as there is a list of minetest forks,
and discussions about other apps (mainly because of there advantages, mean cheats)
here a collection about
Indicators, that show NOT Minetest client logged in

* player name
  • * 2 diggit ending name --> use mod no_guest to block
    * 3 diggit anding name --> use mod no_guest to block
    * 4 diggit ending name --> use mod no_guest to block
* no move (same position) but keep running (most followed by time out) --> maybe informs fake game players
* often login and logout by "times out"
* sorted (gold-)chest, even sort is OFF
* open chests (view) that doesn't close anymore
* open and access locked chests / doors
* dig on area protected zones
* can fast, fly - maybe noclip
* have creative
* can store 65535 same items in his inventory, not only 99
* just with login they have diamond armor (that is cheat ! my server))
* on server action reports
  • * reset position (moves too fast) for a long time --> is indicated with a return cheat !
    * tried to access ... position from too far (normal is value 40, some try with value 70/120 )

for help to find solutions to get rid of them.
* try to identify which client clone it is
* try to use or build mods to block them
  • * no_guest to block 2, 3 or more following diggits
(my code)
* or warn them, give hint

For me there are two reasons to WANT to block them:
* I pay money for hardware, Internet and electric to run my Minetest Server, NOT want it used from thees apps making money for there app programmer
* I want to make sure all gamers on my server have same chances (not changed by advantages or cheats from apps)

Re: Indicators, that show NOT Minetest client on work

Posted: Sun Jan 27, 2019 22:58
by Festus1965
ii am not alone with that thinking ... collection:
TalkLounge wrote:...
Haha. I have already banned people because they wont change there game to minetest.
If every server admin does have this opinion then the minetest servers will be emptier, but we dont support idiots, which take minetest, put ads on it and sell it as a new game.

Indicators, that show NOT Minetest client on work

Posted: Sun Feb 03, 2019 05:58
by Festus1965
wow, that issues is not so new ... what I found ...

Detection of dirty clients #6114

10.07.2017 until 01.07.2017 - also with a post from "beyondlimits"
Think about doing it server side, where user has no control.

* Moving too fast - First let server and client synchronize their times. This can be current UNIX timestamp, server uptime or whatever increments at constant rate. Then everytime the player moves a little, client sends their new position with timestamp, so that server can determine whether the movement was legal and bring player back to the last valid position. Timestamps are here so that it should work well with no-clip enforcement even in case of lags.
* Peeking through walls - Does this constitue a cheat at all? Map chunks are sent as a whole and client receives full information of completely covered rooms. Minecraft does the same, and I currently have no idea how to handle it other way.
* Interacting through walls - Along with the interaction, a player's position, yaw and pitch should be sent so server can determine whether it was really possible to interact with the object.
* Passing through walls / flying - What cheating we're talking about? It was f'd up something that should be done at the beginning of development of this game.
* Invulnerability - F'd up. Without strikethrough. Player health status was implemented client-side (yikes! who does that?). I think it was fixed recently. If so, "finally" is a good word.
* Lighting - Sorry, you have no control over how it is displayed on user's screen. Even if a client had to prove it is legitimate, an user can still tweak his monitor settings. Isn't that an overkill. Devs already made this game painfully dark at the times, so I had to modify the lightmap in binary using the hex editor. It was fun to play (and the "cheat" even mitigated some graphical atrocities), until next version came out.
* Ores - back when I played Minecraft, on some servers there was an anti-cheat module that efficiently prevented players from searching ores by non-legitimate ways (like X-ray). The map chunk was sent to the client, but every ore occluded from all 6 sides was sent as stone. When an user dug one of the neighboring blocks, server sent a packet to change previously hidden stone into ore. Many servers however had a frustrating version of this mod, where random stones appeared as false ores.
* Looking inside chests of other players - Server along with chunk sends metadata that contains list of items in locked chests. It's in Lua scripts, not in C code. Plus of this solution is that an owner of the chest can see their items without waiting until lag passes. Minus however is that technically anyone can see what's inside.
and what does it tell me .. nothing happened yet.