cross 1 Posted September 20, 2007 how about; a server may not want to use some other addons from Matt. So the best thing i guess would be to create multiple signatures like.. matt.bikey (universal) matt-effects.bikey matt-weapons.bikey matt signes all his addons with matt.bikey matt signs relevant addon with relevant bikey. So..matt issues 2 signatures (for his effects addon) Â signed by 1)matt.bikey and 2) matt-effect.bikey and any server who is wlling to accept anything that might come from matt would put the "matt.bikey" (bc matt would sign all his addons with this) or just puts the "matt-effects.bikey" if wants to limit to the effects only.. eventho it creates a bit more work on addon makers, i think it gives some flexibility and confidence to servers. some discussion here as well. http://www.flashpoint1985.com/cgi-bin....t=68437 ..edit.. matt is an honest person swore not to sign anything else with his signatures Share this post Link to post Share on other sites
rundll.exe 12 Posted September 20, 2007 @Hoot:I said "there is no need". I didn't say he should not. Actually i agree that every addon should be signed. I disagree. If a mod is known to be MP incompatible, or can be seen as a cheat (like Dynamic range example) There should be no signing, so there could be no confusion. (no key = no MP) Share this post Link to post Share on other sites
cross 1 Posted September 20, 2007 no..everyone can sign anything.. if seen as cheat server removes the signatureholder's .bikey from server keys folder Share this post Link to post Share on other sites
hoot 0 Posted September 20, 2007 @rundll.exe: But why? I don't get it. It is up to you as an server admin whether or not you use the key to allow that addon? So i don't care what the addon or mod is actually doing or whether or not it is sp or mp only, i decide what is allowed and what not. Share this post Link to post Share on other sites
.kju 3244 Posted September 20, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Advanced usage scenario: Server keys One addon can be accompanied by multiple signatures, each signed with a different key. One application for this can be server admin can create his own key for his server, and can use it to sign all addons on the server he considers safe. Note: For this usage style, signature files for the addons need to be distributed to all users connecting to that server. *doh* i missed that one somehow... @Hoot about server side scripting: Not sure myself as i am not a scripter. Yet as far as i know, the SSS is being run in a separate virtual machine which cannot communicate with the normal scripting / game VM. Some additional info from Suma / BI would be very much appreciated! If it is not possible, it would be very useful to have the ability to notify a user via SSS. @Suma / CRC on public key I meant to check the public key of course.. sorry about that. So scenario xy would be that a server admin downloads an addon from a 'phishing' site where an addon has illegally been modified, transfers the key and the addon to the server and makes all his buddies get the corrupt files.. So a central trusted authority could provide key files and/or CRC checksums to check the key file authenticity. Well it might be a somewhat unlikely case, but time will tell. In general only the practical use, misuse and abuse will tell. It might very well depend on the type of addon. Some addon only sees one or just a few release, whereas others get updated very often. Overall i think server admins can bear the effort get new keys often and removed outdated ones. Its just the same business for addons and missions right now. Still the weakest point remains the signee, so it might be wise not to make the process to complicated for him in general. Yet actually it isn't very much effort and isn't very complicated. Time will tell. Using keys to get people only use and be able to use the latest or desired addon version is a big trouble for now, so it would be neat to (ab)use the key system for this as well. @rundll.exe: The server admin has decide anyway and he will. So no point letting the addon maker judge it or make him do so. Let the server admin do so, if he likes it or not. Share this post Link to post Share on other sites
rundll.exe 12 Posted September 20, 2007 @rundll.exe:The server admin has decide anyway and he will. So no point letting the addon maker judge it or make him do so. Let the server admin do so, if he likes it or not. But what if an addonmaker makes both? A mp compatible, and a mp incompatible? If he signs them both, and want to ban one, you have a problem. Its more practical for Mission makers also: If an addon has a key, the addonmaker states his addon is MP compatible (his responsability) So MP mission makers can safely use em. But prolly statig that in the readme does the same job. I just hate it when ppl crash the servers with some random addons loaded wich they like in SP... Share this post Link to post Share on other sites
Gaffa 0 Posted September 20, 2007 Quote[/b] ]Create your own keysUse DSCreateKey to create a key, like this: DSCreateKey myName Maybe im doing something wrong, but I double click on the exe and nothing happens. From my previous post in another topic, I got a private key by dropping an addon on the DSCreateKey.exe. After that, I used BinPBO. But Suma said thats wrong. Sorry for the stupid questions, ive tried reading the wiki but no luck. BTW, as I own a server, I will be happy to use different keys for different addons, that are made by the same author. Makes sense to me. Share this post Link to post Share on other sites
rundll.exe 12 Posted September 20, 2007 its meant as a command line I guess: click start: run: type cmd: click ok: browse to the exe, and type the command. You can also create a shortcut with the command line in it, just as your Arma shortcut. Share this post Link to post Share on other sites
Maddmatt 1 Posted September 20, 2007 From my previous post in another topic, I got a private key by dropping an addon on the DSCreateKey.exe. After that, I used BinPBO. But Suma said thats wrong. DSCreatekey is for creating your key, not for signing addons. You run it through a command line (you can use Start/Run) and specify the name for your key. You then use the BIS *.pbo tools to sign your addon with the key. Share this post Link to post Share on other sites
.kju 3244 Posted September 20, 2007 Quote[/b] ]But what if an addonmaker makes both? A mp compatible, and a mp incompatible? If he signs them both, and want to ban one, you have a problem. There is the saying "I prefer only to rely on myself on important matters". You can always sign the specific version of the addon yourself and ban therefore the other version yourself. Share this post Link to post Share on other sites
rundll.exe 12 Posted September 20, 2007 With the consequence all clients need the server key too... Well lets say it depends on the taste of the serveradmin. But some overall guidelines for addonmakers would be good. Share this post Link to post Share on other sites
UNN 0 Posted September 20, 2007 Quote[/b] ]But what if an addonmaker makes both? A mp compatible, and a mp incompatible?If he signs them both Why would someone want to do that? If someone goes out of their way to confuse everyone else, there is only one natural conclusion... So far, what I've read on the wiki seems pretty explicit. Share this post Link to post Share on other sites
hoot 0 Posted September 21, 2007 @Hoot about server side scripting:Not sure myself as i am not a scripter. Yet as far as i know, the SSS is being run in a separate virtual machine which cannot communicate with the normal scripting / game VM. Some additional info from Suma / BI would be very much appreciated! If it is not possible, it would be very useful to have the ability to notify a user via SSS. Yep i read about it in the wiki and came to somehow the same conclusion. I second the wish to have such a functionality as i fear that if the player don't know why he was kicked he probably won't return because it might be his last point to check his 20K addons for what is working and what not on a specific server. But on the other hand, if he has loaded 20K addons and a serverside script is telling him what addons or mods are not allowed, the list of notification may blasting the users screen. On a System with 5 or whatever chatlines, that message could be a little hard to follow Maybe putting it in an element of the BI GUI might help. A screen-wide infobox with scrollbars in case the list is getting really long. However, any notification is appreciated. Share this post Link to post Share on other sites
Gaffa 0 Posted September 21, 2007 I could have sworn it tells you which addon is wrong. Before signatures was released, I tested it on my server. Now the only addons people can join with, was the vanilla addons, as they have a key. One of my clan member had the RHS_Hind in with he's default addons. When he joined it said something about "RHS_Hind", was the reason he got kick. I might be wrong but thats what happend. BTW, why do you need to sign an addon if its not being used for MP? Or even if its not MP compatible? That way you wont have to worry about adding MP compatible keys and banning non MP compatible keys made by that author. I thought the whole idea behind verified signatures, was purely for MP and nothing else. Share this post Link to post Share on other sites
Maddmatt 1 Posted September 21, 2007 BTW, why do you need to sign an addon if its not being used for MP? Or even if its not MP compatible? That way you wont have to worry about adding MP compatible keys and banning non MP compatible keys made by that author.I thought the whole idea behind verified signatures, was purely for MP and nothing else. Of course signatures are only needed for MP. No point signing an addon that doesn't work in MP, that's just dumb Share this post Link to post Share on other sites
hoot 0 Posted September 21, 2007 You connect to a server with an addon, let's say with a soundmod what is imho a clientside addon, the server has no proper signature for it so it kicks you, as it would do with 'equalmod enabled'. Maybe it is not that dumb or i simply didn't have understand it. edit: I can't see a difference in handling of what is a clientside addon and an mp one, as you load them whatever they are. So if you go online any loaded addon should be considered as dangerous, because anything is possible a threat and only the own instance, the server here, is trustable. So i would say the server will kick anyone who's having whatever addon loaded and from what he misses a proper signature locally. That's why i say: sign anything. However, as told, i'm maybe wrong with this. Share this post Link to post Share on other sites
Maddmatt 1 Posted September 21, 2007 You connect to a server with an addon, let's say with a soundmod what is imho a clientside addon, the server has no proper signature for it so it kicks you, as it would do with 'equalmod enabled'. Maybe it is not that dumb or i simply didn't have understand it. It will do whatever the admin has set it to do. Most likely it will kick you, since otherwise it would be pointless. 'equalmod' doesn't offer any protection against cheats, and it's very easy to work around. The signature system is a more advanced way of doing this stuff. Share this post Link to post Share on other sites
hoot 0 Posted September 21, 2007 Well and when i want to play on a server with my soundmod then the server needs a porper signature for this clientside addon, right? Edit: Your statements are somehow strange. At first you say: Quote[/b] ]No point signing an addon that doesn't work in MP, that's just dumb and then Quote[/b] ]It will do whatever the admin has set it to do. Most likely it will kick you, since otherwise it would be pointless. So what is it then? Pointless to sign such addons or not? Btw, i've not asked for equalmod, that was entirely an example Share this post Link to post Share on other sites
Maddmatt 1 Posted September 21, 2007 Well and when i want to play on a server with my soundmod then the server needs a porper signature for this clientside addon, right? Of course. Quote[/b] ]Edit: Your statements are somehow strange. At first you say: Quote[/b] ]No point signing an addon that doesn't work in MP, that's just dumb and then Quote[/b] ]It will do whatever the admin has set it to do. Most likely it will kick you, since otherwise it would be pointless. So what is it then? Pointless to sign such addons or not? What are you trying to say? That you want to use addons not meant for MP when you play online? Why on Earth would you do that? Of course it's pointless to sign such addons. If the addon does not work in MP, then you should not be running it when you play MP. What does it need to be signed for? Share this post Link to post Share on other sites
hoot 0 Posted September 21, 2007 Again, you load a soundmod addon, whereby it is insignificant whether or not you call it clientside or mp addon, it is de facto an addon you have loaded with you when you go online and should be considered as being dangerous. The server will get notified what you are about to bring with you and then it looks in his own key directory whether or not an appropriate key can be found. If not it kicks you. So the server will need the addon's key to let you in. When i want to go and play online i simply want to play with my 'clientside' soundmod addon. I fear i simply don't understand the definition of clientside or mp addon. I have it loaded, it is active in memory whatsoever it is. Maybe we are talking at cross purposes Share this post Link to post Share on other sites
whisper 0 Posted September 21, 2007 Again, you load a soundmod addon, whereby it is insignificant whether or not you call it clientside or mp addon, it is de facto an addon you have loaded with you when you go online and should be considered as being dangerous. The server will get notified what you are about to bring with you and then it looks in his own key directory whether or not an appropriate key can be found. If not it kicks you. So the server will need the addon's key to let you in.When i want to go and play online i simply want to play with my 'clientside' soundmod addon. I fear i simply don't understand the definition of clientside or mp addon. I have it loaded, it is active in memory whatsoever it is. Maybe we are talking at cross purposes You WILL get kicked, then. You're trying to go on a server that do not accept this soundmod as valid (there's no key for it) => you get kicked. That's pretty logical, since the server admin does not feel the soundmod is fair, he kicks you, as simple as that. Ie : you can't play online with whatever add-on/mod you feel like playing with. It's the whole point of signature system. Share this post Link to post Share on other sites
hoot 0 Posted September 21, 2007 Folks i've got it, i know it, i just answered to maddmatts statement that signing so called clientside addons is just dumb. Share this post Link to post Share on other sites
whisper 0 Posted September 21, 2007 Errr, ok My bad for the unneeded explanation then Share this post Link to post Share on other sites
hoot 0 Posted September 21, 2007 No no, on the other hand it shows me that i am not that wrong with my opinion Share this post Link to post Share on other sites
.kju 3244 Posted September 21, 2007 Quote[/b] ]You WILL get kicked, then. You're trying to go on a server that do not accept this soundmod as valid (there's no key for it) => you get kicked. That is not necessarily correct. It depends on the server side scripting the server has set. http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting -> onUnsignedData: you can kick or ban him, however you can let him stay too! (and only take note about the unsigned addons he is using for example) Quote[/b] ]signing so called clientside addons is just dumb. That is not correct mate. The definition clientside addon doesn't exist. There are addons which change existing stuff (either ArmA stuff, or custom addons - in contrast to add new stuff). However it is still up to the server admin to decide whether he wants this or not! Personally i would allow most sound mods for a public mp server. No big deal about these for public play. League play is different of course. So it depends and again its up to the server admin. PS: Take note the whole process is only active once the server admin has consciously activated verifySignatures( =1; ). Share this post Link to post Share on other sites