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379 points mobeigi | 1 comments | | HN request time: 0.204s | 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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gosub100 ◴[] No.41863371[source]
Just curious if IP bans work with IPv6 or if they are fundamentally incompatible?
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1. toast0 ◴[] No.41866966[source]
Sort of. Doesn't make sense to ban a single v6, you'd start by banning at the /64 level and move on to banning shorter prefixes from there.

You quickly run into the same kinds of problems you do in v4 though; most users have access to a shared pool of addresses, and you may need to ban the whole pool to ban an abuser, but then you also ban everyone else in that pool, and the abuser is more likely to have ability and motivation to use other pools.

It's better if you have multiple factors... if you don't like the IP, don't ban it, but be stricter on other measures, etc. So a well behaved client from a 'bad ip' can still play, but enough suspicious things and you can't play anymore.