Durendal
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Zargabad Life on Arma 3 Alpha - Chaos Life v1.3
Durendal replied to imago's topic in ARMA 3 - MULTIPLAYER
kicks ass -
Hacker causing all players' clients to crash simultaneously
Durendal replied to Durendal's topic in ARMA 2 & OA - Servers & Administration
Sorry to reply to my own post, but I need to reopen this issue as it does not appear to be resolved, and I have a follow-up question: Since the questionable public variable is set for the players targeted (not the player running the attack) will the victims get kicked instead of the attacker? -
Hacker causing all players' clients to crash simultaneously
Durendal replied to Durendal's topic in ARMA 2 & OA - Servers & Administration
Thanks for your help, sure enough nothing with displayAddEventHandler is broadcast so this will work :) -
Hacker causing all players' clients to crash simultaneously
Durendal replied to Durendal's topic in ARMA 2 & OA - Servers & Administration
Looks like displayAddEventHandler is used in our mission, albeit in limited capacity. I understand most of how logging/blocking works but haven't begun to use publicvariableval.txt (just publicvariable.txt). Do you have any other advice or would you be able to point me to a resource to learn more about using publicvariableval.txt? Almost all info I can find on this file is in regards to Day-Z which has very different, specific restrictions. Thank you, MadDogX! -
Hacker causing all players' clients to crash simultaneously
Durendal posted a topic in ARMA 2 & OA - Servers & Administration
Hi, I'm an admin for Global Chaos Gaming's Zargabad Life server, on a few rare occasions over the last month or so we've experienced an attack that causes all players connected to crash to desktop. After an occurrence today, I was able to find some unique entries in publicvariable.log at the exact time that are very likely connected to the issue. Here's an excerpt, but this was run on every player: 16.11.2012 00:22:47: Durandal (**IP**) **GUID** - #0 "ISSE_pub_Pstr_18" = " [] spawn { BIS_fnc_chk = { [_this,_this] call BIS_fnc_chk;}; disableSerialization; _display = findDisplay 46; _display displayAddEventHandler ["MouseMoving","_this call BIS_fnc_chk"]; }; " 16.11.2012 00:22:47: Shane (**IP**) **GUID** - #0 "ISSE_pub_Pstr_14" = " [] spawn { BIS_fnc_chk = { [_this,_this] call BIS_fnc_chk;}; disableSerialization; _display = findDisplay 46; _display displayAddEventHandler ["MouseMoving","_this call BIS_fnc_chk"]; }; " 16.11.2012 00:22:47: Zargero (**IP**) **GUID** - #0 "ISSE_pub_Pstr_11" = " [] spawn { BIS_fnc_chk = { [_this,_this] call BIS_fnc_chk;}; disableSerialization; _display = findDisplay 46; _display displayAddEventHandler ["MouseMoving","_this call BIS_fnc_chk"]; }; " I'm mostly posting this so it can hopefully be prevented in an upcoming ver. Our server should be fine in the long run, but as far as inconveniencing the playerbase, a forced crash is about as disruptive as it gets. If anyone has advice for now, or if I need to provide more information specific to our mission please let me know :)