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omp user detection & server to client encryption for omp users #1026
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Some explanations: Which is handled here: openmultiplayer/RakNet@7bfb64a...20bd25b#diff-e5d7976b6cdaaee7a6be2e173c0251ae68161545e8023844925bceb5abf20979R677 Then it configures player settings and then reply back to client with this openmultiplayer/RakNet@7bfb64a...20bd25b#diff-e5d7976b6cdaaee7a6be2e173c0251ae68161545e8023844925bceb5abf20979R656 Encryption is pretty easy to understand as well openmultiplayer/RakNet@7bfb64a...20bd25b#diff-e5d7976b6cdaaee7a6be2e173c0251ae68161545e8023844925bceb5abf20979R328 Now with all that, it means it is required to know whether a user is using omp launcher or not, and since we keep track of that, I also added |
Do not merge this yet by the way, I could be changing some stuff first. |
Just one little note about the naming of native added. We already have IsPlayerUsingOfficialClient and now we also will have another to determine that a player is playing from omp launcher/client mod. But |
Client -> server should be encrypted too ideally |
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Update The reason behind these changes is so many hosting providers have their custom set of firewall rules so I'm not able to send or customize packets from client to server in any way I want, so I had to re-use current packet without customization (like ID_OPEN_CONNECTION_REQUEST) Also latest raknet changes are synced too so this PR contains race condition fixes too |
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i dont like poles