Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Community Works

Notices

Reply
 
Thread Tools Display Modes
Old Sep 12, 2011, 11:12 AM // 11:12   #21
Forge Runner
 
Join Date: Apr 2007
Guild: DMFC
Advertisement

Disable Ads
Default

Quote:
Originally Posted by Cool Name View Post
Purely out of interest can you explain how you can validate someone's account without using the guild wars servers?
Thats the big part that worries a lot of us.
How does your private server validate with no means of validating the account details - also the other worrying points are if someone is say not 100% trustworthy and run their own private server - whats to stop them using the details for their own means in gw ?

Whats more worrying is there is nothing currently being said by anet - eg has anyone within last few days contacted anet on their views of this , just incase theres a hidden clause and the makers find themselves in a bad situation.
Spiritz is offline   Reply With Quote
Old Sep 12, 2011, 12:53 PM // 12:53   #22
Pre-Searing Cadet
 
Join Date: Sep 2011
Guild: GWLP:R
Profession: Me/
Default

Quote:
Originally Posted by Spiritz
How does your private server validate with no means of validating the account details
Strictly speaking, we don't. We came up with some ideas but thats not the current point of interest.

Just so you know:
We don't want to encourage piracy, cause we love playing the game.
We wouldn't want to do any financial harm to the developers.
However, we currently cannot support any authorization of original accounts, because we haven't come up with a secure solution.
That solution might only be achievable with ArenaNet's support, but i guess that wont happen.

In a nutshell, if you've got doubts whether this harms the eula or not, simply don't use it, don't support it and don't spread the word.
(And i highly doubt that it doesn't...)
_rusty is offline   Reply With Quote
Old Sep 12, 2011, 01:31 PM // 13:31   #23
Lion's Arch Merchant
 
Silmar Alech's Avatar
 
Join Date: Aug 2009
Location: Europe
Guild: Tom Son [TS]
Profession: E/
Default

Quote:
Originally Posted by ErrantVenture View Post
They don't seem to realize that it would involve FAR less effort to burn a couple throwaway accounts testing a bot to perfection on live servers than it would to completely recode a server from scratch based on nothing but packet logs.
I said a server emulator can be used to develop bots without risk. I didn't say it was designed for this.

But I am 100% sure the bot developers all jump immediately and enthusiastically to use it as their development platform. Burning throwaway accounts may be somewhat easy for account thieves or people with a big wallet (I don't know), but simply using a non-monitored server is so much easier. It even gives more information: you can always look what can be monitored on the server side and how to avoid being monitored.

Don't shoot the messenger: I only tell the bad news.
Silmar Alech is offline   Reply With Quote
Old Sep 12, 2011, 01:56 PM // 13:56   #24
Pre-Searing Cadet
 
Join Date: Sep 2011
Guild: GWLP:R
Profession: Me/
Default

That is partly right, but lets face it:
We dont know how Anet's servers work, all we can do is guess.
(Which means we are missing a lot of packets, development is slow and we cannot provide the exact same functionality)
Also, i never intended any measurements against bot usage on GWLP:R,
thats why you could create a bot on it without any problems,
switch to the real servers and get banned instantly and permanently.
Imo using it to develop bots doesn't make any sense that way, even if it is possible of course.

Apart from that,
Quote:
Originally Posted by Silmar Alech
But I am 100% sure the bot developers all jump immediately and enthusiastically to use it as their development platform
...lol
_rusty is offline   Reply With Quote
Old Sep 12, 2011, 02:10 PM // 14:10   #25
Krytan Explorer
 
Aljasha's Avatar
 
Join Date: May 2009
Default

I don't think GWLP could be used to develop bots at all, because server architectures seem to differ so much from each other. Not that I know any of the details, but my best guess is that the devs of GWLP build their own server farm or something that resembles that of GW (separate login and game servers and whatnot).

Actually, I can't say if this project will be successful, because you (the devs) have to invest a lot of time and devotion into this project and even more when you start balancing skills. That alone could get very tedious and I don't think if your motivation will be that great when other games are launched.

I do appreciate what you are doing and hope for the best.
Aljasha is offline   Reply With Quote
Old Sep 12, 2011, 02:45 PM // 14:45   #26
Ascalonian Squire
 
Join Date: Aug 2007
Guild: The Sanctum Of Inner Darkness
Profession: N/
Default

Can't you just validate the same way the client does normally? Let the login server do it's thing through a proxy, and after you get the confirmation of account validity server side, cut communication with the login server.

Since it is server side, clients can't mess with the login process.
KairuByte is offline   Reply With Quote
Old Sep 12, 2011, 03:37 PM // 15:37   #27
Pre-Searing Cadet
 
Join Date: Sep 2011
Guild: GWLP:R
Profession: Me/
Default

You can't because we would 'see' the login data. And we don't wanna see that.
But good idea at least ;D
_rusty is offline   Reply With Quote
Old Sep 12, 2011, 04:03 PM // 16:03   #28
Forge Runner
 
Join Date: Apr 2007
Guild: DMFC
Default

Quote:
Originally Posted by KairuByte View Post
Can't you just validate the same way the client does normally? Let the login server do it's thing through a proxy, and after you get the confirmation of account validity server side, cut communication with the login server.

Since it is server side, clients can't mess with the login process.
Anet does have a security protocal that has to do with ip`s - i think the servers set to give an alarm if a persons ip drastically changes - eg one moment usa ip then next login its chinese ip .
And i assume if your using a proxy server then that users ip will be totally different - and when they do login on their own ip they find their accounts banned due to security issues.
Spiritz is offline   Reply With Quote
Old Sep 12, 2011, 04:49 PM // 16:49   #29
Pre-Searing Cadet
 
Join Date: Sep 2011
Guild: GWLP:R
Profession: Me/
Default

As i understood it, we would have to emulate login, then use the client's data to send a login request at Anet servers at the same time, to check if it's valid.
As our server IP doesnt change that is OK.
But as i said, we'll have to handle the login data from the client, and also,
we would possibly overload Anet servers with logins from different Clients with the same IP address.
(Idk if that triggers any security measurement)
_rusty is offline   Reply With Quote
Old Sep 12, 2011, 05:32 PM // 17:32   #30
Ascalonian Squire
 
Join Date: Aug 2007
Guild: The Sanctum Of Inner Darkness
Profession: N/
Default

In all honesty, the only way you are going to take care of the login without the users being able to subvert the check entirely is to do everything server side. Yes there is the chance for a malicious user to take the patched client and steal the password, but there is no real way to avoid this. If you want to release the end result publicly with a lower chance of a lawsuit, your going to have to do it this way.

EDIT: Your going to have to test, instead of throwing out excuses. That's part of the process of coding. You can't just say "I don't think this will work, so I'm not going to bother trying". Seriously.

Last edited by KairuByte; Sep 12, 2011 at 05:35 PM // 17:35..
KairuByte is offline   Reply With Quote
Old Sep 12, 2011, 05:52 PM // 17:52   #31
Desert Nomad
 
Lanier's Avatar
 
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
Default

Err, could someone explain exactly what this project is to those of us who don't know all of these technical terms like emulate or coding? As I currently understand it, this would allow people to play on private servers where skill balance can be undertaken by those who run the server, not by anet. Is this correct? Would this be for both PvP and PvE?
Lanier is offline   Reply With Quote
Old Sep 12, 2011, 06:11 PM // 18:11   #32
Pre-Searing Cadet
 
Join Date: Sep 2011
Guild: GWLP:R
Profession: Me/
Default

@ Lanier: yes, check GR if you've got more questions. (Link can be found of the project site)

Quote:
Originally Posted by KairuByte
Your going to have to test, instead of throwing out excuses. That's part of the process of coding. You can't just say "I don't think this will work, so I'm not going to bother trying". Seriously.
Well, seriously, we cant simply say:
"Hey guys, give us your valid login data, so we might check if you're allowed to play here.
And dont mind us being a crew consisting of some random people from the internet."
And of course we won't, but thats a fact.
And having to admit that it would be possible for us to save the client's verification data wont give us much of popularity, would it?

I mean, i'm not saying we are not trustworthy, but i wont expect anyone to give us their data. Seriously.
_rusty is offline   Reply With Quote
Old Sep 12, 2011, 06:14 PM // 18:14   #33
Ascalonian Squire
 
Join Date: Aug 2007
Guild: The Sanctum Of Inner Darkness
Profession: N/
Default

Quote:
Originally Posted by _rusty View Post
@ Lanier: yes, check GR if you've got more questions. (Link can be found of the project site)



Well, seriously, we cant simply say:
"Hey guys, give us your valid login data, so we might check if you're allowed to play here.
And dont mind us being a crew consisting of some random people from the internet."
And of course we won't, but thats a fact.
And having to admit that it would be possible for us to save the client's verification data wont give us much of popularity, would it?

I mean, i'm not saying we are not trustworthy, but i wont expect anyone to give us their data. Seriously.
It would take a little bit of time for the users to come around, but after a while they would get used to it.

Now, I do have to ask an obvious question. Is the login data encrypted before it is sent to the server? Because in all honesty if it is MD5'd before it is sent there would be no issue.

And seriously, in this day and age.... Is the Guild Wars client susceptible to a packet repeat attack? I would think they would utilize an nonce type system to remove that type of vulnerability.
KairuByte is offline   Reply With Quote
Old Sep 12, 2011, 07:29 PM // 19:29   #34
Ascalonian Squire
 
Join Date: Apr 2011
Location: holland
Guild: easy
Profession: N/A
Default

_rusty if us normal fowks can help with the project please tell.
would love to test this stuff
kikkerbeer is offline   Reply With Quote
Old Sep 12, 2011, 07:31 PM // 19:31   #35
Pre-Searing Cadet
 
Join Date: Sep 2011
Guild: GWLP:R
Profession: Me/
Default

Ok your right with that point.

Actually that will work under the following conditions:

The client sends the login data as usual, with a double encryption. (The packets them selfs are encrypted as well as the user password)
The server establishes an encrypted connection with the original auth server and just repeats the data from the client, waiting for verification packets.
Those are sent to the client asap and it will be able to login to the gwlpr servers.

We wont be able to actually use the login data.
_rusty is offline   Reply With Quote
Old Sep 19, 2011, 11:52 AM // 11:52   #36
Academy Page
 
Join Date: Jan 2007
Default

...C#, seriously?

Hey, whatever. Maybe when you're done I'll see if I can convert it to something I like, or make some sort of Frankenstein codebase for my changes. Good luck with it. I'll bug some people I know about it and see if they'll release any useful tools or information to make your lives easier, but don't get your hopes up.
Jette Antral is offline   Reply With Quote
Old Sep 20, 2011, 12:10 PM // 12:10   #37
Grotto Attendant
 
zwei2stein's Avatar
 
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
Default

Quote:
Originally Posted by _rusty View Post
@ Lanier: yes, check GR if you've got more questions. (Link can be found of the project site)



Well, seriously, we cant simply say:
"Hey guys, give us your valid login data, so we might check if you're allowed to play here.
And dont mind us being a crew consisting of some random people from the internet."
And of course we won't, but thats a fact.
And having to admit that it would be possible for us to save the client's verification data wont give us much of popularity, would it?

I mean, i'm not saying we are not trustworthy, but i wont expect anyone to give us their data. Seriously.
Can't you make deal with anet for different validation API?

I envision this:

1) Player logs into anet system are recieves "key".
2) When players logs into GWLP, he enters this key into character name textfield (or provides it to you while registering account).
3) As part of login, you simply ping anet system with "Is this key linked to valid account valid?" - "Yes, it is linked to [email protected]"

It would be impossible to use this key to log into guildwars/support/anything, but it would be easy to validate that such-and-such account exists.
zwei2stein is offline   Reply With Quote
Old Sep 20, 2011, 12:52 PM // 12:52   #38
Ascalonian Squire
 
Join Date: Aug 2007
Guild: The Sanctum Of Inner Darkness
Profession: N/
Default

Quote:
Originally Posted by zwei2stein View Post
Can't you make deal with anet for different validation API?

I envision this:

1) Player logs into anet system are recieves "key".
2) When players logs into GWLP, he enters this key into character name textfield (or provides it to you while registering account).
3) As part of login, you simply ping anet system with "Is this key linked to valid account valid?" - "Yes, it is linked to [email protected]"

It would be impossible to use this key to log into guildwars/support/anything, but it would be easy to validate that such-and-such account exists.
The valid login data is encrypted. Otherwise it would be easy for a malicious user to get your data. The encryption is done in such a way that for the most part only ANet can decrypt it.

It's not exactly that simple, but it would mean that you could login to the private server with valid login data without worry of that host being able to see your password.

I'm curious why the GWLPR team didn't think of this to begin with, as it is a rather normal thing for a login server to do, otherwise people would be having accounts hacked left right and center.
KairuByte is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:34 PM // 13:34.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("