Re: [Serious Loophole]

From: Gary Barnett (gbarnett@POLARNET.COM)
Date: 01/15/98


On Thursday, January 15, 1998 12:53 PM, Mike Carpenter
[SMTP:abram@deltanet.com] wrote:
> >        If anyone has seen this before, and can offer a clue as to how to
> >prevent this I would most appreciate it.  Can remember ever seeing
> >something like this before.
>
> This has happened before on Legends of Blades & Magic(my mud) didnt resolve
> anyway of stopping it though.  So if someone does know a way, would you
> mind
> sharing it.  Thank you.
> Abram
>
I just tested it on Antares. It worked, much to my surprise :-)

Here's the way I just cooked up to handle it:

Put this at the top of nanny:

extern struct descriptor_data *descriptor_list;
struct descriptor_data *tdesc;

and right before it asks "Did I get that right?" put this:

for (tdesc = descriptor_list; tdesc; tdesc = tdesc->next)
   if ( tdesc && (tdesc != d) && (tdesc->character) &&
     (tdesc->character->player.name) &&
     (d->character) && (d->character->player.name) &&
     (!strcmp(tdesc->character->player.name, d->character->player.name)) ) {
    /* kick out attempts to create dup newbie chars using same-step method.
Kick the other logging-in socket */
    STATE(tdesc) = CON_CLOSE;
    SEND_TO_Q("Your previous attempt to create a new character has been
removed.\r\n\r\n",d);
    break;
}

You might have to change the spot you put it in. I forget exactly how stock
circle works, but I assume that the player file isn't created until after a
password is confirmed or the sex is selected..

Anyhow.. it's another way to handle the problem. And it will compensate for
those who are lagged,
as well as those who are trying to dupe...

--Mallory


Neither sweat, nor blood, nor frustration, nor lousy manuals
nor missing parts, nor wrong parts shall keep me from my task.
  --Christopher Hicks


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