by densetsushun Mon Feb 04, 2013 10:59 am
Odinbear wrote:Had a dream last night that viruses and malicious code was being hid in items and the code was being spread to game boxes by dropping items to players. The code then ran on Ps3, etc. doing DOS and other attacks on critical web servers around the world. ( after all a PS3 / xbox are just a pretty powerful computers ).
Wonder if there are any safeguards against such a thing from happening?
After all , MODS are just code modifications and they are possible.
As a computer geek and programmer, I'll break it down like this:
Games are a different breed, not only do the clients have to conform to the server, in games like DkS individual clients have to conform to individual clients as well. As long as the codes aren't the same, the version checkers of the game client/server will produce an error and prevent them from playing. An example of this is the 1.05/.06 patch that included AotA content so people could play with/against people who bought AotA/PtdE.
This of course ignores code changes that are done subtly, but then we'll jump to the next point: assuming it works like you said with items, client A(let's say, the person with the clean client) has the item class in their client's codebase and thus can create the object. Client B(the guy with the modded code) can mod their own code and drop that item all they want, that code does not exist in Client A's codebase and thus nothing will happen on dropping the item.