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HyperLobby Online System :: View topic - Is Hyperlobby safe?
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Stryder
Newbie
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Joined: Sep 10, 2006
Posts: 1

PostPosted: Sun Sep 10, 2006 2:02 am Reply with quote

Is it?

And if it is can you please tell the public how Hyperlobby works and prove to us that it is a safe program to use. Please don not hold back on all the technical information you can provide.

Thanks.
 
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Jiri-Fojtasek
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Joined: Feb 02, 2003
Posts: 1737
Location: Slovakia

PostPosted: Sun Sep 10, 2006 1:43 pm Reply with quote

Stryder wrote:
Is it?

And if it is can you please tell the public how Hyperlobby works and prove to us that it is a safe program to use. Please don not hold back on all the technical information you can provide.

Thanks.


Hello

It is safe. All HL features are hardcoded, so is not remotely exploitable. In simply word, it exchanging only predefined data with the HL server like chat, pager, game start events, authentification ...

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garetjax
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Joined: Sep 10, 2006
Posts: 1

PostPosted: Mon Sep 11, 2006 12:30 am Reply with quote

blah, blah, blah

Thank You

ADMIN: Contens removed.
 
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Jiri-Fojtasek
Site Admin
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Joined: Feb 02, 2003
Posts: 1737
Location: Slovakia

PostPosted: Mon Sep 11, 2006 6:24 pm Reply with quote

garetjax;

HL use only two type of TCP connection:

1./ Connection to the main HL server (explained for what you can read in my first reply to that thread). The connection is closed when user exit HL, or whenuser run a game. While the game is running, Hl in specified interval reconnecting main server to refresh "in game" information. This greatly save server resources, and also refreshing "in game" lists when i restarting HL server.

2./ HTTP connection to my webserver for download trackir advertistment banner. HL opening this connection only if is need change the banner and banner is not cached.

Because HL is a tool for game players i need compute and show network latency when its need. For that i using ICMP echo protocol (ping), whish is designed for that Wink When the client need compute and show latency to lots of peers (hosts, players using game launch rooms), it sending coresponding number of echo requests and receiving the same ammount of echo responses.

About extra executables:
Visual basic (5,6) cannot use threads, but can use activex servers whish can run the code like in thread.

aping exe:
- Asynchronous ping. ICMP echo request is blocking function. It blocking the process until the reply is received. Some early HL version have it in main code, but when the counts of users per room counted over 100+ it cause lots of pauses and freezes for HL interface. Fast, usefull and effecient solution was use activex server Wink

dexec.exe
- Directplay exec. Three hl games (CFS,CFS2,EAW) uses microsofts "directplay lobby" interface. It is activex server for the same reason as aping.

All other u said is mess. You propably dont know about what you talking Rolling Eyes

If anyone found another "unsafe features" of a network application feel free send me a PM, or report it into an antiviral or antispyware company

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