Author Topic: Blocking Silent Connections  (Read 3408 times)

Well if all they can do is listen to the chat (and not actually harm the server etc.) then you could make your own servercmdMessageSent() function.

you can also join passworded servers that you want to spy on that your friend gave you the password too :D

Hmm. Is that the %int in my version? The password? Because I haven't been able to check that. As I said, I've had someone else host and check stuff for me, and we didn't try passwords since you know they block this anyway.

Well if all they can do is listen to the chat (and not actually harm the server etc.) then you could make your own servercmdMessageSent() function.

Well, it'd be more like modifying the messageAll directly, but I'd rather not mess with that. People who mess with it break my clientside scripts. :cookieMonster:

Besides that, the extent of what they can do isn't fully known. You just need to study up on what connections interact with.

Well if all they can do is listen to the chat (and not actually harm the server etc.) then you could make your own servercmdMessageSent() function.
Sadly that breaks other useful mods.

I'm working on something like this. Been trying before the topic was even around.


Usually ends in broken server.

My latest version, I can join normally, then prevented spy, but when I tried to join normally again, it failed and crashed.

Meh. I've been trying to work with Bauk to get this working, but most of the time he gets distracted. When we did work on it, he started extending the code suddenly and broke it. Last we mentioned it, he said he simply disabled it. :panda:

Chrono knows how to know it's a silent connection, right? I want to be sure you aren't using some anterior method.

Sadly that breaks other useful mods.

I'm working on something like this. Been trying before the topic was even around.


Usually ends in broken server.

My latest version, I can join normally, then prevented spy, but when I tried to join normally again, it failed and crashed.
If you directly overwrite the function rather than making another package then every other mod that packages it will work fine, provided you add all the things like flood protection/ML tags filtering.

If you directly overwrite the function rather than making another package then every other mod that packages it will work fine, provided you add all the things like flood protection/ML tags filtering.
What I meant was client sided mods.

Meh. I've been trying to work with Bauk to get this working, but most of the time he gets distracted. When we did work on it, he started extending the code suddenly and broke it. Last we mentioned it, he said he simply disabled it. :panda:

Chrono knows how to know it's a silent connection, right? I want to be sure you aren't using some anterior method.
The only way to know at the moment is to check the number of clients, and see if your f2 list has less than what ClientGroup.getCount(); gives.

I believe names are able to be faked. Checking for no name might not work.
I'll have to do further testing.

The only way to know at the moment is to check the number of clients, and see if your f2 list has less than what ClientGroup.getCount(); gives.

I believe names are able to be faked. Checking for no name might not work.
I'll have to do further testing.

I'll PM you the specifics. Seems you need to be informed of some things.


How 2 Silent Connect?
It's best if it's not known to the public.



Also right after an update it was broken so you actually joined the server and spawned, it was like laggy and stuff.
I was on Badspot's server when that happened so I told him :P


PM ;)
Not to you.

Infact, not to anyone.

Get it from a troll.

Wait you can't do this on passworded servers can you?