EOSERV Bug Tracker > Bug #267: Local Connection throttle exemption

Bug #267: Local Connection throttle exemption

Local Connection throttle exemption
ID #267
Submitter Apollo
Product EOSERV
Severity Feature Request
Status CLOSED, WONTFIX
Submitted 22nd Oct 2013
Updated 1st Feb 2014
Apollo Submitter 11 years, 10 weeks ago

This probably should have been added when IP/Same PC restrictions were added, but localhost and LAN IP connections should be exempt from reconnection blocks. Possible config for other needed local address...

Comments

DanScott 11 years, 10 weeks ago

Does Sausage even work on this any more lol ?

Apollo Submitter 11 years, 9 weeks ago

This isn't the place for forum discussion. Bugs are itemized here for review by Sausage as well as any community members that may use the knowledge they have to make an unofficial correction to the official build. Their are plenty of able people to make work-arounds for issues that are posted here. This one bug in particular can be fixed in the eoserver.cpp by checking the client IP as a std::string != the current client connection. This is useful if server operators run multiple test clients in addition to things like a local run WebCP or SLN. Failed check-ins in that respect could cause an IP reconnect block for either the clients or force the WebCP to show offline. Either way, local network should be immune to these restrictions.

Sausage Developer 11 years, 9 weeks ago

Hard to tell what "local" is exactly, and it's just an extra, unneeded hole. If someone were to install malware on a machine on your LAN, they could launch an unrestricted attack on the game server.

If implemented, it should be a configuration file of trusted addresses where nothing is listed by default, but it seems like a bit of a pointless feature for a small use-case.

Sausage Developer 10 years, 48 weeks ago

Won't fix. Use a local development server without restrictions. Shouldn't need an exception on production servers.

Updated Status to CLOSED, WONTFIX

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