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We outsmarted CSGO cheaters with IdentityLogger

mobeigi.com

191–200 of 372 posts

Re: We outsmarted CSGO cheaters with IdentityLogger

#191
post #25

For UT2004, you can ban by player GUID (a hash of the CD key) or IP. With the game abandoned by Epic, a number of key generators have cropped up, which makes GUID bans useless. IP bans only go so far with VPNs costing $2 these days. The main solutions we have today are IP ban + VPN blocking using a database of known VPN subnets and adding them all to the firewall, and a similar fingerprinting technique which scans th…

Who is gaming in a competitive game behind a VPN.. I suppose if its your only option, but I don't think this would be a great playing experience.

There's a bunch of services that can moderately reduce latency by using better paths. Specially worth it if you want to play with friends in servers farther than 1000km away.

Re: We outsmarted CSGO cheaters with IdentityLogger

#193
post #24

Earlier quoted context omitted.

Not every cookie requires consent. https://commission.europa.eu/resources-partners/europa-web-g... In this case, this one might fit: > User centric security cookies, used to detect authentication abuses and linked to the functionality explicitly requested by the user, for a limited persistent duration

It's clearly a tracking cookie. > for a limited persistent duration FTA: > However, the VGUI browser had no issues saving cookies with expiry dates exceeding 10+ years! So no, it doesn't even qualify.

10 years is a limited duration

Re: We outsmarted CSGO cheaters with IdentityLogger

#194
The idea of client-side "cookies" existed even before CS:GO. I remember in CS:S the server was able to change game variables set on the client. I wrote a script for a CS:S server that would fingerprint a cheater by setting an obscure game variable to a unique value and so being able to identify the player through that even if they had a different steam id and ip. It seemed to work well for a long time for getting rid of the most common cheaters but of course the most commited and capable ones with RE skills will always be ahead of the game.

Re: We outsmarted CSGO cheaters with IdentityLogger

#195
post #105

Earlier quoted context omitted.

I regularly played CSGO in Europe because the North American ranking system were screwed up. I got to Supreme (2nd highest rank) with 150 ms ping. The people I queued with hit Global. It's possible to play legitimately with very high ping. The higher ping put us at a disadvantage, but the skill gap between regions made it worth it to arbitrage.

What was screwed up about the NA ranks?

At the time, there were no people of very high ranks. I also queued office only which didn't help.

It's basically impossible to keep one's rank at Supreme if you only play against Gold Nova or so due to the way the rating system works.

Re: We outsmarted CSGO cheaters with IdentityLogger

#197
post #25

For UT2004, you can ban by player GUID (a hash of the CD key) or IP. With the game abandoned by Epic, a number of key generators have cropped up, which makes GUID bans useless. IP bans only go so far with VPNs costing $2 these days. The main solutions we have today are IP ban + VPN blocking using a database of known VPN subnets and adding them all to the firewall, and a similar fingerprinting technique which scans th…

Who is gaming in a competitive game behind a VPN.. I suppose if its your only option, but I don't think this would be a great playing experience.

Lota of competetive players pay for a vpn to protect against DoS attacks.

Re: We outsmarted CSGO cheaters with IdentityLogger

#198
post #121

Earlier quoted context omitted.

sorry for the not-so-smart question. the cheats are software, software has certain quirks, like the way it aims or the way it tracks. And I'm willing to bet it has enough distinctiveness from human aiming to be classified. Couldn't a classifier work on the behavior of the cheating software itself, rather than use IP bans?

In order to actually catch a cheater mid-match rather than long after the match is already over, you'd need the servers that players are interacting through to have enough CPU grunt-force to do that kind of analysis "faster than realtime" — i.e. for the server's CPU to be able to run the game's physics faster than any client can, so it can run the physics with extra math in the same time it takes the clients to just…

The CPU being overwhelmed with physics sounds sus to me. CS has a few mechanics more than Q1, but not that many. It's a few collisions and should be possible to check in a tiny fraction of today's CPUs capabilities. Even with some advanced movement physics, it's just a handful of entities - Marbles does hundreds more per frame. Am I completely missing something significant here?

Re: We outsmarted CSGO cheaters with IdentityLogger

#199
At the part were he writes about the human analysis of game data, I thought the article would end up with training an AI or just statistical analysis on that data to identify players. That would have been a little more interesting (but harder to do) than exploiting the game.

Re: We outsmarted CSGO cheaters with IdentityLogger

#200
post #25

For UT2004, you can ban by player GUID (a hash of the CD key) or IP. With the game abandoned by Epic, a number of key generators have cropped up, which makes GUID bans useless. IP bans only go so far with VPNs costing $2 these days. The main solutions we have today are IP ban + VPN blocking using a database of known VPN subnets and adding them all to the firewall, and a similar fingerprinting technique which scans th…

Who is gaming in a competitive game behind a VPN.. I suppose if its your only option, but I don't think this would be a great playing experience.

My VPN is always enabled, including when I game
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