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#47 Positive list for execclient

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2005-06-09
2005-05-12
No

I would recommend a positive list for commands for use
with execclient() rather than the blacklist used now.
Admins can destroy configurations in a way we cannot
think of at the moment and there are only a few
commands, which are really helpful.
Ristrictions are quite good so far, but a positive list
can improve it a lot.

Discussion

  • Florian Zschocke

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    Been there, done that, got the T-shirt.

    Admin Mod used to have a positive list before switching to a
    negative list. Have you been around during that discussion?
    Considering its arguments, do you think that the situation
    has changed enough to warrant switching back to a positive
    list again?

     
  • Falko Hartmann

    Falko Hartmann - 2005-05-13

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    No haven't been. Just checked the team list.
    Actually, I haven't seen any pros or cons listed there. The
    only thing I found was you Asking whether all agree changing
    to the blacklist.
    If I understand it correctly, it had something to do with
    yensid's ogc detection plugin which isn't used anymore. I
    see no other reason for having a blacklist.
    Actually, I want to get rid of those guys using plugins like
    plugin_slowhack. They ruin not only the configuration of
    cheaters but also those they don't like. Admin mod tries to
    protect the clients more than any other metamod plugin and
    it would be a good idea to make a positive list. We can
    easily track the good commands by making a scan through the
    existing plugins.

     
  • Florian Zschocke

    • assigned_to: nobody --> darope
     
  • Florian Zschocke

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    user_id=169860

    No, Yensids anti-cheat had nothing to do with at, at least
    not as far as I remember. We switched from a whitelist to a
    blacklist because the whitelist proved to be a support
    nightmare.

    This has to do with the philosophy behind Admin Mod's
    command restriction. On one hand we do not want to allow
    plugin authors and users to cause damage or data loss or
    damage to a game client. On the other hand we do not want to
    overly restrict plugin authors in their possibilities.

    When the whitelist was in place we had many requests to use
    this and that and the other command. For each command
    whitelisted we had to update Admin Mod. From past experience
    I would disagree that there are only a few commands that are
    really helpful, but would say that there are only a few
    commands that are really dangerous (most have been 'defused'
    by Valve by now, even). It is far more common that someone
    finds a good use for a command than someone finding a real
    exploitable use for a command.

    That is why we switched to a blacklist. This cut down on
    maintenance costs considerably since far fewer commands were
    requested to be restricted, compared to many requests to put
    commands on the whitelist.

    Each command requested was discussed whether to blacklist
    it, where we would usually aim for safety but err on the
    side of annoyance in favour of good use for a command.

    Another problem with a whitelist is that ways can be found
    around command restrictions. The more hinderance the
    restriction is for people who intend to put commands to good
    use the more energy will be put into finding those ways
    around them. That will eventually render the restriction
    system useless and cause more maintenance costs. I believe
    that using a blacklist (which is not overly restrictive, of
    course but focuses only on the necessary cases. Otherwise
    you'd have the same effect) doesn't elicit the same
    energetic search to defeat it.

    Judging from the past I would still rather stay with the
    current blacklist system and suggest to discuss the addition
    of specific commands that you feel needing to get
    blacklisted, instead of switching to a whitelist again.

     

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