Getting booted for "cheating"

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warlord x-40
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Post by warlord x-40 »

so how can i enter that into whatever file so that i can have this changed?
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Z-Man
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Post by Z-Man »

Sorry, the change is in the source code, you'll need to wait for the next beta to include it or compile the game from CVS for yourself (which is a bit dangerous, because every now and then the contents CVS repository have serious bugs). And that's only easily possible in Unix, in Windows you'll have to download and install various programs first.
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warlord x-40
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Post by warlord x-40 »

nah i dont have any experience in programming so im not even going to try, btw does anyone know when the next version of armagetron is coming out
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Phytotron
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Post by Phytotron »

So, um, to get back on topic here....

Here is an exact message an admin got when I was booted. I have X'ed out the IP's/ports in the parentheses, but the two were totally different.


-1:Peer claims to be user 0 (xx.xxx.xx.xxx:xxxx), but is user 3 (xx.xxx.xx.x:xxxxx).

[3] User 3 tried to cheat.
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Self_Destructo
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Post by Self_Destructo »

Yea Oscilloscope, I was fixing to post that because I saw it in my server log. For some reason they are 2 different IP's. Hmmm, are they the same IP's on both servers? PM me your IP's you got and we will determine that. It may be a network problem.
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Z-Man
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Post by Z-Man »

Oscilloscope wrote:-1:Peer claims to be user 0 (xx.xxx.xx.xxx:xxxx), but is user 3 (xx.xxx.xx.x:xxxxx).
Hmm. This can either be a nasty client bug (the client should never claim to be user 0, because that's the server) or more likely a corrupted UDP package. If the wrong user ID would be the only problem, there should not be the kick afterwards.

I thought (and still think) that UDP has at least basic corruption protection and that IF a packet gets transmitted, it is intact (based on a checksum). Therefore, there are no further integrity checks in the code.
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Phytotron
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Post by Phytotron »

Well, I don't know what the hell z-man is talking about, heh. But I suppose at this point I'm mainly posting this information so it might be fixed in future development, if it's figured out.

To SD, yes, as I mentioned, each IP/port number is different (that can be seen with the x's). You PM me with what you got and I'll let you know if the pairs match. Although, if the player 0 is the server IP, then I presume that at least that one will not.
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Phytotron
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Post by Phytotron »

Upon comparison, it has been duly determined that the two IPs SD received do match the two received in the other server. Something to note, however, is that neither match what my computer tells me is my IP. I'm not entirely sure what this means (I don't think I have a variable IP...need to check). But, whatever. There ya go.
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Self_Destructo
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Post by Self_Destructo »

Also, niether of the IP's is my servers IP.
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microbus
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Post by microbus »

Yeah, neither IP matched my server IP either... and Osc, your
IP has always been the same when joining the microbuscity server,
so it's not dynamic.
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Phytotron
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Post by Phytotron »

I didn't think it was (that cost a bit extra we didn't want to shell out, heh), but isn't there something that can change what the IP looks like to someone else? I dunno.
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Phytotron
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Post by Phytotron »

A little update. Over time I've noticed a pattern that I'll get booted not long after any time I change something during the game. This could include changing my name via the console, or changing my color (which I usually just do by hitting esc and going to the Player 1 settings), or changing detail settings.

Of course, I still get booted other random times, but it always happens soon after I've done one of these things.
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