kovakovi2000
21-08-2024, 10:52 PM
We've encountered an issue where multiple users are missing the "Last Server IP" field in their scan results. Initially, we suspected this was due to the common bypass method involving a dual PC setup, but the problem has become more widespread. It has reached a point where admins are debating whether users are being truthful about their scans missing that field.
Recently, some of our admins have experienced the same issue. The scans below were all performed while the user was online on a server, yet none of them show the "Last Server IP":
Admins:
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
Exe build: 12:23:38 Dec 22 2023 (9920)
<b>You have to register to ba able to see this link</b>
<b>You have to register to ba able to see this link</b>
Random player claiming to have scanned while on the server:
<b>You have to register to ba able to see this link</b>
Is this a known issue? I’m not familiar with how Wargods currently operates, and I don't have the expertise or time to reverse-engineer it. However, wouldn’t it be possible to hook into the active socket in the game and read the current IP? I'm no expert, but it seems like a potential solution.
I understand there could be countless reasons why this hasn't been implemented, and there may be technical constraints I'm unaware of. However, I still want to ask: Why doesn't Wargods authenticate with the current server in some way?
A method that comes to mind after a few minutes of consideration is to have the scanner send a UUID to the server using the same socket the game is currently using. The server could then salt and hash the UUID, send it back to the client, and include it in the scan results.
I realize this approach might have its flaws and could be improved, such as by requesting the UUID from Wargods' server and having the game server validate it. But my question remains: Why not implement something along these lines?
Recently, some of our admins have experienced the same issue. The scans below were all performed while the user was online on a server, yet none of them show the "Last Server IP":
Admins:
Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
Exe build: 12:23:38 Dec 22 2023 (9920)
<b>You have to register to ba able to see this link</b>
<b>You have to register to ba able to see this link</b>
Random player claiming to have scanned while on the server:
<b>You have to register to ba able to see this link</b>
Is this a known issue? I’m not familiar with how Wargods currently operates, and I don't have the expertise or time to reverse-engineer it. However, wouldn’t it be possible to hook into the active socket in the game and read the current IP? I'm no expert, but it seems like a potential solution.
I understand there could be countless reasons why this hasn't been implemented, and there may be technical constraints I'm unaware of. However, I still want to ask: Why doesn't Wargods authenticate with the current server in some way?
A method that comes to mind after a few minutes of consideration is to have the scanner send a UUID to the server using the same socket the game is currently using. The server could then salt and hash the UUID, send it back to the client, and include it in the scan results.
I realize this approach might have its flaws and could be improved, such as by requesting the UUID from Wargods' server and having the game server validate it. But my question remains: Why not implement something along these lines?