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Thread: client / server

  1. #1

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    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?

  2. #2
    Banned dglienna's Avatar
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    Re: client / server

    Are you trying to create an ANTI-Cheat module, or trying to get around one?

  3. #3

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    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

  4. #4
    Banned dglienna's Avatar
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    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.

  5. #5

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    Re: client / server

    do you have any example(s) on how to do that?

  6. #6
    Banned dglienna's Avatar
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    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.

  7. #7
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    Re: client / server

    Quote 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?

  8. #8
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    Re: client / server

    Sure sounds like a good candidate to me Hack.
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  9. #9
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    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

  10. #10

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    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?

  11. #11
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    Re: client / server

    Quote 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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