Requesting quote/is this even possible on Waterfall fork.

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Airee

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Fork of a fork. Only need functionality of IP forwarding changed.
Strip the periods away from the players IP address, take the first 3 digits and the last 3 digits and place them in the first and second octet respectively, leaving the remaining octets at 0. For example, 202.165.124.232 --> 202.232.0.0, 141.253.6.52 --> 141.652.0.0. This would be what the server would believe the players IP is.
Is this possible? How much would making such a change cost?
 
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Airee

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Jesus, please tell me you are not a developer as it would be scary...

That's the whole idea, that is what Airee want to achieve, so they don't need to store IP.
You don't need to "unhash" it... you only want to be able to compare IP of multiple layers to find possible multi accounts and other stuff like that.

But ok, I will explain this like for children without any dev knowledge:
Assume that we have 3 players:
Player A: IP: 1.2.3.4, hash: a563cd (it would be longer ofc)
Player B: IP: 2.3.4.5, hash: acccd2
Player C: IP: 1.2.3.4, hash: a563cd

And bam, you can easily find that Player A and Player C have same IP address (as hash is this same, just like comparing passwords for login system works), now let's ban them.
And for ban, just like I said, you need to ban hash of IP too. So we have list of banned ips:
bannedIps: [a563cd]

And now when some player want to join to server:
Player B tries to join:
- Proxy now can access (as that's how socket works, we only don't want to store that IP in logs and other stuff) their real IP, so 2.3.4.5 is found.
- Proxy hash this IP and get "acccd2"
- it is not on our ban list so we allow this player to join.

Player A tries to join:
- Proxy now can access their real IP, so 2.3.4.5 is found.
- Proxy hash this IP and get "a563cd"
- this player is banned so we don't allow this connection.

The only limiting part is that you need to implement ban system on proxy side - but who the hell would implement this on server side if you are using proxy anyways.

And bam, you don't need to store any IP addresses on your server, simple and working.

And Airee only wants to change forwarded IP from proxy to server, as real IP of each connection on server will be IP of proxy, so you can send anything you want here, it is only used by plugins to compare IPs, but not to anything that is needed for server to work. It's just additional info added by proxy servers to simplify plugin creation.

Please, never sell your plugins.


and I've forgot the most important issue that Notifyz had remember me due to his poor knowledge of anything: IPs are NOT unique.
Many IPS (especially local ones) will assign you random IP from pool on each connection, so thip ip will change after restarting router or just each few days due to automatic restarts from IPS side. (also mobile internet works like that)
So by banning single IP you will ban random person from single place. After few days or router reset he will not be banned anymore, and what is worse, one of his friend might be banned, or just other random person.
People often play with friends who live close to them, so by banning single IP you can both ban them all because they might use same IP, or you might make this ban randomly change between multiple people each day.

But sure, you can hash IPs, and use this just as a helper tool to find multi accounts, but don't just assume that same IP == same player, you need to check much more.

Also it would be much simpler to just filter IPs from logs etc...
Oh, he totally is a "developer." We've worked with him before. Found way too much stolen, 3-4 year old code on pastebin in our plugins they made.
IP addresses have been used for pseudo-unique identification for a long time. In most cases, it is effective against attackers and we can easily determine if someone appealing the IP ban is affiliated with the one punished.
 

GotoFinal

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You are quite dumb, he said he does not want to have any data regarding IP means the moment IP appears it has to be changed. There was no need to insult me and saying my knowledge is poor when you talk about hashing yet don't even know how hashes works.
I said IP is unique, I did not say unique per player but per router. So get your facts straight goof.[DOUBLEPOST=1552561541][/DOUBLEPOST]
Oh please show me what I have stole from anything, I would like to laugh hahahhah. The only thing you found was mobstacker, which code belongs to me yet you think it's stolen?? Hahahah
how I don't know how hashes works? I explained you how to implement such feature, you don't need original IP so hash is perfect for this.

And no, he didn't write anywhere that "he does not want to have any data regarding IP":

> Only need functionality of IP forwarding changed.
> The best way to secure data is to not store it at all.

Simple to understand...


And IP is not unique per router too, multiple routers can work on single IP address - then closest (or more like the one with faster route) one will be used. Or if that are just non-public addresses.
 

FireFlower

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Your missing a critical detail.
We're not dealing with 7.5 billion people, we're dealing with 25 thousand people.

That's true. There's only a 1 in 1 million (slightly less because some ips are reserved for non public purposes) of a given player having the same new IP (i.e. 222.222.000.000) having the same ip as another player. Or in other words, if you have 1 banned ip, there's a 1 in 1,000,000 (1 million) chance a connecting player will be banned. If you have 10 different ips banned, there's a 1 in 100,000 chance. With 10k players banned, you go up to a 1% chance. For reference, CosmicPvp has about 27k banned players.


All in all, a 1% chance for 10k bans, or .1% for 1k bans isn't a lot. Other people have pointed out that some ips might be regionally based. If this is the case, the odds of false bans might be a lot higher.

I'd recommend using hashing as GotoFinal recommended.

Edit: It's also important to note a lot of people have dynamic ips, which change frequently. This means that players once not banned may become banned if their ip changes. Also, on second though, you'd probably have to use 222.222.1.1 instead of 222.222.000.000.
 
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