View Full Version : Is there any connecting packet?
KuHS
18th August 2009, 07:27
Hello, is there any packet when player connects check him/her info, i would do to check is his/her ip ok. I think ISI packet is right for that? Or there won't any packet? It's just like then connecting, and checks are you banned or not, if you're banned, don't let them connect to the server. Is there? Please, help :schwitz:
dougie-lampkin
18th August 2009, 10:08
When a player connects you get an IS_NCN packet. This has the player's username. Unfortunately, IPs aren't sent through InSim :(
IS_ISI is sent to open an InSim connection with a server :)
bunder9999
18th August 2009, 11:19
Unfortunately, IPs aren't sent through InSim :(
that's what i thought... and then i noticed airio has some sort of ip limiter... i wonder how that works. :shrug:
Dygear
19th August 2009, 06:27
that's what i thought... and then i noticed airio has some sort of ip limiter... i wonder how that works. :shrug:
There is no reason why you can add some function calls into windows network stack and figure out who's IP belongs to what user.
the_angry_angel
19th August 2009, 08:49
Or you can enable network debugging in LFS and get it via a debug message after the player has connected. Not sure how accurate that would be though... :D
Dygear
22nd August 2009, 08:24
Or you can enable network debugging in LFS and get it via a debug message after the player has connected. Not sure how accurate that would be though... :D
Network debug gives the clients IP?
morpha
22nd August 2009, 11:58
Network debug gives the clients IP?
IIRC it does but without PLID, UCID, UName or PName :shrug:
dougie-lampkin
22nd August 2009, 14:46
It does give the guest IP, but it also gives more info in between. So if 2 guests connected at roughly the same time, there could be discrepancies if one has slightly more latency than the other, causing delays with the guest list packet. It also wouldn't send IPs if your InSim app connected while there was people on the server :shrug:
I'm not sure how Airio manages to find player IPs after connecting mid-race, I don't see how it's possible to distinguish who's who, even if you did get a list from the network stack :confused:
morpha
22nd August 2009, 19:23
I'm not sure how Airio manages to find player IPs after connecting mid-race, I don't see how it's possible to distinguish who's who, even if you did get a list from the network stack :confused:
Most packets contain either the UCID or PLID, or both ;)
Though I should mention, when I did some research on this and asked the devs whether I could publish my findings or not, they asked me to keep it to myself. So if you find something, I suggest you do just that :thumb:
dougie-lampkin
22nd August 2009, 20:07
Most packets contain either the UCID or PLID, or both ;)
Though I should mention, when I did some research on this and asked the devs whether I could publish my findings or not, they asked me to keep it to myself. So if you find something, I suggest you do just that :thumb:
Ah, of course, I was just thinking of doing a netstat, I never thought of getting the IP of a packet as it comes in :sorry: I see what you mean now ;)
Dygear
26th August 2009, 07:26
IIRC it does but without PLID, UCID, UName or PName :shrug:
Learn something new everyday.
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