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Prevent clients from receiving client IP addresses in the player_connect event #116
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This actually won't help, the fix i posted actually replaces the IP in the string with "none" before the event gets fired, and address is hardcoded in the engine.dll and engine.so which you can't change, and even when it gets changed, cheat developers could still find that out very easily, renaming is not an option.
Thanks for the input :) Actually, my fix breaks a PoC exploit that I wrote to test for this issue. If you need help setting up a test scenario, add me on Steam and I'll see what I can do. |
I'm merging this as is now, since I'm getting ready to release. |
Send me a message when the release happens, then i'll check if it actually is fixed. (i guess i'll see when double action updates on steam but still, i'd like to know as soon as possible) edit: to actually fix it it would just be a matter of actually using source sdk 2013 files with it, since it comes with source sdk 2010 files right now (and dlls), which is why the ip grab issue exists. |
I just noticed I forgot to message you after the last release. It's been out for a while and I still think it fixes the issue. |
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