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379 points mobeigi | 2 comments | | HN request time: 0.405s | source
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snarfy ◴[] No.41862807[source]
For UT2004, you can ban by player GUID (a hash of the CD key) or IP. With the game abandoned by Epic, a number of key generators have cropped up, which makes GUID bans useless. IP bans only go so far with VPNs costing $2 these days.

The main solutions we have today are IP ban + VPN blocking using a database of known VPN subnets and adding them all to the firewall, and a similar fingerprinting technique which scans their folder structure of certain system folders.

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ghxst ◴[] No.41863123[source]
This still leaves you wide open to cheaters using mobile data tethering and proxies. Have you considered more advanced network analysis? It's one of the areas I have an interest in (professionally and personally) so if you want any suggestions let me know.
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ec109685 ◴[] No.41866117[source]
Want does mobile data tethering make it harder to ban an IP address?
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1. kmeisthax ◴[] No.41866234[source]
Mobile networks are all IPv6. IPv4 traffic is behind CGNAT. As a result, you can't ban individual cheaters, you have to ban the whole network.
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2. ec109685 ◴[] No.41870284[source]
I don’t think CGNAT is particularly limited to mobile networks. If you don’t serve traffic on IPv6, more and more of it will be proxied.