View Full Version : SOS.How I can know Player's IP from MPR?
Mrwei
8th August 2008, 10:08
Anyone knows?
I want to know some one's IP from the MPR.
:nod:
Bean0
8th August 2008, 10:12
I hope this is not possible.
hotmail
8th August 2008, 10:14
I hope this is not possible.
i hope that bean0 is right here too:scratchch
MaKaKaZo
8th August 2008, 10:15
I hope this is not possible.
It's not. You can only know his LFS username.
zeugnimod
8th August 2008, 11:54
Did he wreck you and you want to take revenge? :D
dougie-lampkin
8th August 2008, 19:04
Only the master server gets everyone's IP address'. Even the server you were playing on can't get the players IP, as far as I know :shrug:
dawesdust_12
8th August 2008, 19:31
You probably could, by simply monitoring all connections to the server, however deciding which user is which is the problem. A "malevolent" way of finding which user, is a lot of /kick's... not the best way to a good server reputation.
wheel4hummer
8th August 2008, 20:05
Even the server you were playing on can't get the players IP
Why not?
dougie-lampkin
8th August 2008, 20:41
Jeez you're argumentative today...All connections go through the master server, no?
wheel4hummer
8th August 2008, 21:07
All connections go through the master server, no?
The function of the master server is to act as a list of hosts, not a proxy. The master server gives the clients the IP address of a server, and then they connect to the server's IP directly.
Jeez you're argumentative today
There's alot of stupid posts today... :P
Victor
8th August 2008, 21:08
also the host.
As the host, open a dos box and type 'netstat' to get all ip's connected to your host(s). Though you still won't know which IP belongs to which user. So finding an automated way to bind an IP to a user is quite hard if not impossible (to do reliably).
dougie-lampkin
8th August 2008, 21:12
The function of the master server is to act as a list of hosts, not a proxy. The master server gives the clients the IP address of a server, and then they connect to the server's IP directly.
I see...:shrug:
There's alot of stupid posts today... :P
A lot of not-fully-reading-earlier posts around too...must be contagious :scratchch
dawesdust_12
9th August 2008, 01:48
Vic... a "way" that it could be done (by my uneducated mind) is when a player connects to the server, an insim mod captures the output of netstat (Unix based OS's it'd be easier?), and then does a comparison and the "new" IP is that user. Not very easy or efficient, but possible if you really have some hate for a person.
Victor
9th August 2008, 01:51
yes but it's not reliable for when more people connect simultaneously. Network connections and 'new user connected' messages aren't necessarily in the same order. But hey, yeah if one really needs to find someone, it's possible to at least narrow it down.
SamH
9th August 2008, 02:15
I hope this is not possible.
i hope that bean0 is right here too:scratchch
If you log the racing on your server/s, you'll find IP information in there. Having someone's IP, these days, certainly doesn't give you power over them any more. Once upon a time, when everyone was connected to the net with 56K modems and nobody had a firewall, and if you knew what you were doing you could occasionally knock 'em offline for a moment etc. These days, everyone is either running a firewall or is sitting behind a router. You're safe as houses.
Even if the server hosts weren't able to get your IP, they can still figure out who's connected. Messages like "CR|Bean0 connected (Bean0)" are a dead giveaway ;)
Bladerunner
9th August 2008, 02:31
These days, everyone is either running a firewall or is sitting behind a router. You're safe as houses.
Its a pity that Citibank dont know that a basic firewall or a router will stop you getting haXXored!
http://www.telegraph.co.uk/news/worldnews/northamerica/usa/2240869/Hackers-scam-millions-from-stolen-PIN-codes.html
Maybe somebody should tell them :)
If the hackers want in, they will GET in, regardless of what we mere mortals throw in their way!
510N3D
9th August 2008, 02:37
i do remember that when i was hosting a server a couple of weeks back that the ip adresses showed up while a new player connected while the network debug thingy was enabled..or is my memory fooling me there? Was a normal host and not dedicated though.
dawesdust_12
9th August 2008, 02:41
It does as a host (on the dedi application), but it doesn't for users (IIRC it doesn't for admins, but I may be mistaken.). Nor would it be saved in the MPR.
510N3D
9th August 2008, 02:58
well im host and admin at the same time while hosting from in game rather then from the dedicated app if im not mistaken. But youre right about the network debug messages (or lets call em system messages...or whats the actual term for no "chat-feature" created messages? :shrug:) and such. They are not beeing recorded afaik (98.67% sure).
garol
9th August 2008, 07:15
Hi everybody, im new in forum. Im a hackhead and the fact of multiplayer is that. All connections knows all connections IP. They work trough IP's. If its not possible, then even playng on internet is not possible. Logical thinking first guys huh? :smileypul
dougie-lampkin
9th August 2008, 09:55
Whatever about the host being able to see everyone's IP (guess I was wrong about that :shy:), the users certainly cannot see each other's IPs. It's the host that relays information to each client, isn't it? (Don't tell me I'm wrong again!) So you could get the host's IP, but not other users :)
510N3D
9th August 2008, 15:10
Whatever about the host being able to see everyone's IP (guess I was wrong about that :shy:), the users certainly cannot see each other's IPs. It's the host that relays information to each client, isn't it? (Don't tell me I'm wrong again!) So you could get the host's IP, but not other users :)
indeed, dont listen to the "hackhead" ... :D
garol
9th August 2008, 22:45
indeed, dont listen to the "hackhead" ... :D
If u read my last post in this topic then u should realize that im talkin the truth. The all internet is based on IP adresses. :nod:
SamH
9th August 2008, 22:48
After due consideration, I have concluded that you don't actually know what you're talking about ;) All connections do NOT need to know all connections' IP addresses, in LFS multiplayer. Only the host needs to know.
dougie-lampkin
9th August 2008, 22:48
Yes, but not everybody can see each others IP. I'm on the same forum as you, yet I can't see your IP address. That's what I mean ;)
Dygear
10th August 2008, 05:58
Client-Client & Host-Client Relationships (Typical Multiplayer Game):
While it's true that the HOST can see all connections IP address, when a client connects to a host it only gets packets from that host pertaining to game state data. This is not a P2P style network, where the host tells the user that this client is now present and they should establish a connection with them to get their information (allowing them to participate).
All clients connect to the host, all game packets from the each client are sent to that host. The host them takes that data and disseminates the information gathered from all clients to all clients. Client to client communication is done with the host's say so only as it's the proxy that allows to two ends to talk to each other, it is the go between.
This allows for the host to remain in an active role throughout the process, thus allowing for an authentication system to be implemented and enforced.
I believe this system is in use, although I hear rumblings that LFS allows for direct Client to Client communications in times where the PING between users is too high when connected though the HOST. While the host is still apprised of that status of these clients, the clients are sending the game packets to the HOST and the Clients it's having an issue with.
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