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marcan42's profile
Hector Martin
Hector Martin
Hector Martin
@marcan42

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Hector Martin

@marcan42

If it ain't broke, I'll fix it! I'm porting Linux to Apple Silicon Macs at @AsahiLinux. http://patreon.com/marcan  | http://github.com/sponsors/marcan 

Tokyo, Japan
marcan.st
Joined May 2009

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    1. hedge.txt | Mostly Inactive, except when not‏ @hedgeberg 27 May 2018
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      hedge.txt | Mostly Inactive, except when not Retweeted morukutsu

      Wait, seriously though? They don't filter that kind of behavior server-side at all? This shouldn't be possible on multiplayer games because as a server designer you need to always assume the client is compromised. Nintendo needs a slap on the wrist for this one.https://twitter.com/Morukutsu/status/1000743600127279105 …

      hedge.txt | Mostly Inactive, except when not added,

      morukutsu @Morukutsu
      So much for homebrew https://twitter.com/Water_011209/status/1000050314630828033 …
      5 replies 3 retweets 23 likes
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    2. hedge.txt | Mostly Inactive, except when not‏ @hedgeberg 27 May 2018
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      Like, it's not easy to understand what's going on in the video, but I'm pretty sure they've upped the fire rate and range of the blaster to be impossibly high. That's an easy tweak for local things but should be trivially caught if taken online. Smdh.

      4 replies 0 retweets 7 likes
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    3. Hector Martin‏ @marcan42 27 May 2018
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      Replying to @hedgeberg

      Online games are *never* designed this way. Seriously. Everyone trusts the client. When the client gets compromised, people try to implement bolted-on attestation and cheat detection mechanisms. I'm surprised you're surprised. This is *entirely* expected.

      1 reply 0 retweets 4 likes
    4. Hector Martin‏ @marcan42 27 May 2018
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      Replying to @marcan42 @hedgeberg

      AKA game designers have bigger things and deadlines to worry about than doing the entire game and netcode design around the assumption that every client may be malicious and break the rules. I'm not aware of any typical console game designed like this.

      2 replies 0 retweets 0 likes
    5. Hector Martin‏ @marcan42 27 May 2018
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      Replying to @marcan42 @hedgeberg

      At *best* one of the players is the "server" and mostly takes input from the others, which reduces the potential for hacks like this... unless you're the server, and then all the hackers need to do is get themselves to be the server.

      1 reply 0 retweets 0 likes
    6. hedge.txt | Mostly Inactive, except when not‏ @hedgeberg 27 May 2018
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      Replying to @marcan42

      Honestly now part of me wants to try bug-bountying potentially remote-exploitable splatoon issues, because tbh the idea of remote bricking using unverified inputs worries me a lot.

      2 replies 0 retweets 2 likes
    7. Hector Martin‏ @marcan42 27 May 2018
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      Replying to @hedgeberg

      Entirely plausible.

      1 reply 0 retweets 0 likes
      Hector Martin‏ @marcan42 27 May 2018
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      Replying to @marcan42 @hedgeberg

      ISTR you used to be able to send WiiConnect24 messages with the special metadata that Nintendo normally use themselves. And there's a whole... javascript... bytecode... interpreter in IOS. That'll run remote code. They started filtering this stuff but... yeah.

      8:18 PM - 27 May 2018
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      • ash 🦉 alex gio :⁾ Karl Kaitlyn Molinas
      1 reply 0 retweets 5 likes
        1. New conversation
        2. Hector Martin‏ @marcan42 27 May 2018
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          Replying to @marcan42 @hedgeberg

          We joked about making a self-replicating version of the Homebrew Channel for a while. I don't think anyone ever actually tried to see if this was exploitable, but I think the chances are high.

          1 reply 0 retweets 5 likes
        3. hedge.txt | Mostly Inactive, except when not‏ @hedgeberg 27 May 2018
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          Replying to @marcan42

          Find me a javascript bytecode interpreter that isn't exploitable and I'm sure you and I have a business opportunity that will make us filthy rich.

          0 replies 0 retweets 2 likes
        4. End of conversation

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