7days7
3rd August 2016, 21:40
Hi!
I was wondering if someone is playing in GTA San Andreas Multiplayer :P Because I'm looking for a idea which can solve my problems. Here's information about programing language "pawn" - https://wiki.sa-mp.com/wiki/PAWN It's quite similar to C / C++ as you can see.
Two years ago community note information about possibility of blocking cheaters using checksum. Everyone wanted to know the rules of the function. Me to so here I'm.
This is gamemode (main script on server side) - http://pastebin.com/6rEafQhq
And FilterScript - http://pastebin.com/YwjJS8Dj
The OnClientCheckResponse function have to be in FilterSript, otherwise it will not work. The result of the actions is as follows (server_log.txt):
[22:21:02] [connection] 127.0.0.1 requests connection cookie.
[22:21:03] [connection] incoming connection: 127.0.0.1 id: 0
[22:21:03] [join] 7days7 has joined the server (0:127.0.0.1)
[22:21:03] clientid: 0, actionid: 0x02, checksum: 0x10000012, crc: 1
[22:21:04] clientid: 0, actionid: 0x46, checksum: 0x00, crc: 200
[22:21:04] clientid: 0, actionid: 0x47, checksum: 0x00, crc: 12
[22:21:04] clientid: 0, actionid: 0x48, checksum: 0x249E44, crc: 0
When user is using s0beit (cheat modification) then on actionid "0x02", checksum is equal to 0x10302012. It's good because I can block them before any gameplay. But on samp platform we can still modify gta using cleo modification ( *.cleo extension ). I tried to compare any returned checksum on pure client and client with cleo mods but there was no difference except actionid: 0x48 which is changing any time as I'm check player - http://pastebin.com/5Lhn06V2
I know that checksum is returns us some values of running program, in this case of running gta but I don't know how to find value responsible for other modifications like cleo mods :/ This is to hard for me ;P It's look a bit chaotic so if you've any questions, ask me! Anyway, thank you in advance for response ;-)
I was wondering if someone is playing in GTA San Andreas Multiplayer :P Because I'm looking for a idea which can solve my problems. Here's information about programing language "pawn" - https://wiki.sa-mp.com/wiki/PAWN It's quite similar to C / C++ as you can see.
Two years ago community note information about possibility of blocking cheaters using checksum. Everyone wanted to know the rules of the function. Me to so here I'm.
This is gamemode (main script on server side) - http://pastebin.com/6rEafQhq
And FilterScript - http://pastebin.com/YwjJS8Dj
The OnClientCheckResponse function have to be in FilterSript, otherwise it will not work. The result of the actions is as follows (server_log.txt):
[22:21:02] [connection] 127.0.0.1 requests connection cookie.
[22:21:03] [connection] incoming connection: 127.0.0.1 id: 0
[22:21:03] [join] 7days7 has joined the server (0:127.0.0.1)
[22:21:03] clientid: 0, actionid: 0x02, checksum: 0x10000012, crc: 1
[22:21:04] clientid: 0, actionid: 0x46, checksum: 0x00, crc: 200
[22:21:04] clientid: 0, actionid: 0x47, checksum: 0x00, crc: 12
[22:21:04] clientid: 0, actionid: 0x48, checksum: 0x249E44, crc: 0
When user is using s0beit (cheat modification) then on actionid "0x02", checksum is equal to 0x10302012. It's good because I can block them before any gameplay. But on samp platform we can still modify gta using cleo modification ( *.cleo extension ). I tried to compare any returned checksum on pure client and client with cleo mods but there was no difference except actionid: 0x48 which is changing any time as I'm check player - http://pastebin.com/5Lhn06V2
I know that checksum is returns us some values of running program, in this case of running gta but I don't know how to find value responsible for other modifications like cleo mods :/ This is to hard for me ;P It's look a bit chaotic so if you've any questions, ask me! Anyway, thank you in advance for response ;-)