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Joined 1 year ago
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Cake day: August 3rd, 2023

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  • CSS wouldn’t be used to spy on your network traffic; if they wanted your internet data, they’d have much simpler methods to collect it than CSS (and they wouldn’t be able to decode most of that data anyways in normal cases).

    or who I am accessing it from

    What do you mean by that?

    Suggesting that a VPN could mitigate stuff relating to CSS is like wearing a floating vest 24/7 when flying in a Boeing plane: you might feel a bit safer with it on, but it’d probably be smarter to have a parachute instead.




  • Yeah, but many European countries have moved to require registration of prepaid cards “to stop criminals” or something like that. So you can still usually buy them with cash and whatever, but you won’t be able to activate or use it until you confirm your identity.




  • kungen@feddit.nutoPrivacy@lemmy.mlWTF IS THIS?
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    11 months ago

    nitpicking special cases

    Wallhacking isn’t a special case…? It’s one of the most common cheats and gives an enormous advantage.

    that you assume are unsolvable

    So again, what’s your master method? The server doesn’t send player positions until nearly within the other player’s sight, but even that already gives a huge advantage and is nothing the server can do about it via non-LAN networks, otherwise people will be “popping out” / managing to attack the other player before their position was even received by the player being attacked.

    Certain genres of games can work well with only server-side anticheat, but FPS isn’t one of them.



  • kungen@feddit.nutoPrivacy@lemmy.mlWTF IS THIS?
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    11 months ago

    it is sufficient to detect it and enforce consequences

    So how do you propose detecting that a client is rendering a model that shouldn’t be rendered (because it’s behind a solid wall for example) without some client-side anticheat?


  • kungen@feddit.nutoPrivacy@lemmy.mlWTF IS THIS?
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    11 months ago

    implementing it is cheaper/easier than server-side

    In many cases, 100% impossible. Take a first person shooter for example, how can you prevent wallhacking server-side? The only way is to not tell clients positions until the enemy is very close by, and then you get big problems with any kinds of lag interpolation etc.




  • There are many crawlers, and I’m confident at least a couple have tried to connect to your server (unless you have an IP firewall, or if you’ve changed Plex Media Sever’s default port, in which case significantly less likely).

    I assume it’s not really about them watching content, but to avoid them exploiting any possible PMS bugs.