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Between 2019-11-14 00:00:00Z and 2019-11-15 00:00:00Z
heinrich5991: I don't think we particularly need a cryptographically secure hash, not like the attacker is crafty enough to perform an attack on something like metrohash
01:51
If you disagree though, blake2 is like 2x faster then sha256. Or maybe we could do AES, that should be very well optimized and very secure against known plaintext attacks so we could just encrypt the address with the seed
01:52
Though aes is very well optimized, I'm not quite sure how much the overhead would be for small data like this. Maybe the initialization and the finishing of the algorithm could overwhelm the actual algorithm
I think we should not forego security for this; a non-cryptographic checksum might be enough, e.g. one that is also used for protection against hashmap collision attacks
Can someone explain me why there are no hacks for teeworlds? In some egoshooters for example you were able to moonjump. Why its not possible to manipulate hook length or sth like that?
@el EX the client just sends the inputs and the server has the full control over what actually happens. Only games that give the client permission to have control over the game are vulnerable to this.
20:57
I do not know why other games accept such variables like jump speed from the client. Probably some naive closed src games with lazy devs.
@ChillerDragon trusting the client usually gives you a "better" netcode. E.g. if you shoot someone on your screen, as the server trusts that you shot them, your shots will always count