Open jpcsupplies opened 8 years ago
Note to self.. Really crude encryption.. Method 1
Method 2: remove balance convert to number as above, and break up as appropriate add crc tag multiply by players steamid, multiply by our passcode output to player
player inputs to target server divide by our passcode divide by our steamid check crc code adds up update balance
Method 3: RSA system... hmmmm http://doctrina.org/How-RSA-Works-With-Examples.html
C# methods for going to from ascii http://stackoverflow.com/questions/5348844/how-to-convert-a-string-to-ascii http://stackoverflow.com/questions/17730706/how-to-convert-a-number-to-an-ascii-character http://www.dotnetperls.com/convert-string-byte-array
DIV/MOD maths functions http://www.tutorialspoint.com/csharp/csharp_operators.htm
Was just pondering ways a player could if i implemented transport hub; take money with them to other servers.
Instead of everything going with them - how about a "cashiers cheque" instead, ie small fixed amounts of money.
Here is what i have come up with - current assumptions 1: Key point of transport hub is that you have a set of fixed destinations 2: Each player has a unique steam ID 3: players are the transport mechanism 4: codes only work on authorised destinations
ie - Step 1, admin creates a list of servers for his transport hub - the IP of these is used to generate a unique ID Step 2, the player selects how much money they wish to covert into a "cashier cheque" Step 3, this players steam ID combined with the destination server unique ID, combined with the amount of money is used to generate a special code. Step 4: this code is given to the player, which they write down, or copy into clipboard Step 5: the player uses the command to initiate connection to the authorised server (eg, like /debug does at the moment) Step 6: once connected to the authenticated server the player executes the command /redeem and then types or pastes their unique code. Step 7: the new server decodes the unique command and checks if their own server id, and the players steam ID match up. It then deposits the funds in the players account on that server, and marks that code as redeemed. We could have the extra step of including the originating server ID - and if it is not in the authorized server list of the new server, the payment is rejected. This could be an admin selected option however.
Step 8: The admins have a command to check redeemed codes which they share with each other periodically to confirm nobody is cheating. In the case of the same admin running all the servers in the travel group this makes things even easier to check.
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