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MegadreamsBE avatar MegadreamsBE commented on July 22, 2024

How exactly would this be helpful to identify malicious users? I personally don't see a point in this

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Armisael2k avatar Armisael2k commented on July 22, 2024

How exactly would this be helpful to identify malicious users? I personally don't see a point in this

In my opinion, too many changes to that identifier would be a red flag for that player.

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MegadreamsBE avatar MegadreamsBE commented on July 22, 2024

How exactly would this be helpful to identify malicious users? I personally don't see a point in this

In my opinion, too many changes to that identifier would be a red flag for that player.

Hmm, I disagree. Plenty of reason why a player would restart their game often. You'd have a lot of false positives

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Armisael2k avatar Armisael2k commented on July 22, 2024

How exactly would this be helpful to identify malicious users? I personally don't see a point in this

In my opinion, too many changes to that identifier would be a red flag for that player.

Hmm, I disagree. Plenty of reason why a player would restart their game often. You'd have a lot of false positives

I understand that point, but I can imagine situations where a new player joins the server with a new account and keeps joining and rejoining repeatedly. Maybe the ID by itself it doesn't do anything, but a constant change of ID might be a variable to consider, since the most common thing is that they do a /reconnect.

Anyway, I'll leave the idea on the table

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Disinterpreter avatar Disinterpreter commented on July 22, 2024

I can be wrong, but:

  1. what obstacles are stopping you doing this from code?
  2. About Lua injection, I guess you store sensitive changeable data in Web on frontend too? Without any serverside checking? Am I wrong?

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