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Sep 8th, 2005, 11:50 PM
#1
Thread Starter
Fanatic Member
client / server
this is hard to explain but ill try my best.
using a game anti-cheat for example... how would the server decline the client from connecting if he doesnt have the anticheat installed? what stops the client from connecting?
is this possible? if so, short explanation in a nutshell? 
im not expecting any replies because of the questions nature but if it's possible, how would such be accomplished in vb?
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Sep 8th, 2005, 11:52 PM
#2
Re: client / server
Are you trying to create an ANTI-Cheat module, or trying to get around one?
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Sep 9th, 2005, 01:26 AM
#3
Thread Starter
Fanatic Member
Re: client / server
i have one created and workin fine. im just trying to figure out how accept and decline connections that do and do not have it installed
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Sep 9th, 2005, 01:29 AM
#4
Re: client / server
Have the Anti-Cheat program listening on a certain port, then have the server send data to that port. If the program doesn't respond, then it isn't running.
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Sep 9th, 2005, 01:36 AM
#5
Thread Starter
Fanatic Member
Re: client / server
do you have any example(s) on how to do that?
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Sep 9th, 2005, 01:46 AM
#6
Re: client / server
Not really. You should post the problem in the GAMES forum. They might be able to help. Maybe even the Networking forum.
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Sep 9th, 2005, 08:56 AM
#7
Re: client / server
 Originally Posted by dglienna
Have the Anti-Cheat program listening on a certain port, then have the server send data to that port. If the program doesn't respond, then it isn't running.
Wouldn't the Winsock control be able to accomplish this?
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Sep 9th, 2005, 09:47 AM
#8
Re: client / server
Sure sounds like a good candidate to me Hack.
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Sep 9th, 2005, 10:33 AM
#9
Re: client / server
Hacks right,
In your connection request sub you would have a simple satement
If Cheating then
Winsock.Close
Else
Winsock.Accept RequestID
End If
Psedo Code
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Sep 9th, 2005, 12:59 PM
#10
Thread Starter
Fanatic Member
Re: client / server
couldnt you use "accept" and "connect" api's in the client and send a packet to the client hosting the game and if it doesnt accept the packet sent then decline connecting. But wouldn't you have to know the client hosting the games' IP address to do this?
what's the difference between sending data and a packet?
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Sep 9th, 2005, 01:12 PM
#11
Re: client / server
 Originally Posted by emyztik
couldnt you use "accept" and "connect" api's in the client and send a packet to the client hosting the game and if it doesnt accept the packet sent then decline connecting. But wouldn't you have to know the client hosting the games' IP address to do this?
what's the difference between sending data and a packet?
As far as I know, data is the actual information being sent, and a packet is what holds the data while it is being sent.
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