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equalModRequired vs verifySignatures v3
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Description

Hi, the verifySignatures v3 makes me confused.

Now consider my scenario.
I am currently self-hosting a community server, one of them with minimal Mods.
One of the Mods is Community-Online-Tools for Server Admin uses. This mod is required Client and Server side, so using serverMods would render this Mod useless.

Now if i set verifySignature to 3, it would mean that the client would also needed the Admin Tool Mod. My personal opinion, why would a user need these admin tools to begin with if it were just for Server Admin.

//my logic of understanding the current v3 after tested a lot of times last weekend on a new instance of server.
if (verifySignature === 3)
{
     if (ClientModCount !== ServerModCount) {
          'Client Kicked, PBO error'
     } else {
          //do verifySignature
     }
}

If i set verifySignature to 0, Users can join without needing the Admin Tool Mod. From my understanding, it just bypasses verifySignature.

Thats where I miss the equalModRequired, as again, from my understanding, the mod signature can be verified + client would not need to install the Admin Tool Mod.

//i would like this kind of logic if possible
if (verifySignature === 3) {
     if (equalModRequired === true) {
          if (ClientModCount !== ServerModCount) {
                    'Client Kicked, PBO error'    
               } else {
                    //do verifySignature
               }
     } else {
          //do verifySignature
     }
}

Forgive me if there is a way around this, or if I misunderstood any of these.

Details

Severity
Feature
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General

Event Timeline

Geez added a subscriber: rVn.
rVn closed this task as Resolved.Jul 1 2019, 1:48 PM
rVn claimed this task.

verifySignatures were not really verifying the mods before except some basic key checks and equalModRequired is technically deprecated since arma 2, it was a band aid on an existing problem. Even when you combined the two, it had plenty of security and functionality issues.

What you seem to be asking for is a way to set mod optional on client. This indeed isn't possible, although in your case ( <1 MB mod ) it doesn't seem like much of an issue. I realize the official way to connect with mods is currently not very well executed and there are improvements to come, although some community solutions already allow one click join right now so if increased difficulty to join the server is the problem here, then sticking to those until we improve the system would be a good idea.

Can't you program something like equalmodsrequired? So we want to run administrative mods on our servers, (because not evenyou programed the server with a useful administrative tool where we can teleport, delete items and spawn item, since we administrators are always working out this kind of BUG on dayz) and not we can run administrative tools on our server because the client also has to need the administrative mod installed. This is ridiculous, where's your logic?

Why don't you program an official server administration tool similar to "Community Online Tools", or program some configuration similar to equalmodsrequired? This would solve the problem of verifysignatures and server security.