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Build 1057 - Mod verification

Discussion in 'Announcements' started by DevBlogger, Mar 10, 2014.

  1. DevBlogger

    DevBlogger KAG DevBlog Feed Bot

    Messages:
    136
    So, this update is what build 1053 was meant to be about - mod verification.

    Its all working now, and you may notice some thumbs up/down icons on the server browser now. These only show for modded servers and they indicate whether or not a server is running mods that are verified (thumbs up = verified, thumbs down = not verified).

    What does it mean for a mod to be verified? It means that a mod is confirmed to have come directly from the developer that it claims to have been written by, without having been tampered with. If every mod currently active on a server is verified and the server has mod verification turned on, then the server will get a thumbs up icon in the browser.

    So how do you turn on mod verification? With the sv_mods_verified - set it to 1. Note that it is 0/off by default and will be turned off if any of your active mods fail verification.

    How does a mod get verified? It needs to first be registered (currently the simplest way to do this is with this app, and then it needs to have a registration.json file generated and distributed with it. Mod devs should therefore generate a new registration file every time they make a new release. This can be done with the same app used to register the mod in the first place, or alternatively a script like this can be used to do it over the command line.

    This might seem a little tedius at first, but once you’ve done it once its really quite straightforward. Additionally, this is only the first phase in a move towards a more managed system of mod distribution. For example, it’ll soon be possible to setup your servers to auto-update their active mods whenever a new release of them is made.

    I think I’ve covered the broad strokes of the system, but let me know in the forums if you have any questions.

    Shadlington

    Original DevBlog post.
     
    Mysterieux, LucasTT, Noburu and 3 others like this.
  2. Apronymous

    Apronymous Bison Rider

    Messages:
    326
    Last edited: Mar 10, 2014
  3. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    Like this. One step closer to being able to have some mods marked as "guaranteed safe". ^_^
     
  4. Boea

    Boea Such Beta

    Messages:
    653
    So I'm guessing it's going to use checksums, and the like to verify?
    An added side step to a loading system that already checksums everything upon loading, and so on doesn't seem too intrusive.
     
  5. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Yeah it's basically checksums (albeit a more secure checksum than the md5 ones we currently use) plus a secret key known only to the devs + api.
    There will be updates that expand on this concept soon too.
     
    Joiken likes this.
  6. Duplolas

    Duplolas So Sad

    Messages:
    917
    Cool beans. :heart:
     
  7. Aphelion

    Aphelion Wunderkind Donator
    1. Aphelion's Roleplay

    Messages:
    180
    "Mods verification failure"

    ..
     
  8. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    I saw your server earlier, was verified. What changed?
     
  9. Aphelion

    Aphelion Wunderkind Donator
    1. Aphelion's Roleplay

    Messages:
    180
    Upon joining any verified servers you'll get that message; "Mods verification failure"
     
    Last edited: Mar 11, 2014
  10. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Huh. What OS are you on? That doesn't happen for me.
    Edit: No wait, its happening when I try to connect to Diprog's server. It doesn't happen on the servers that I set up myself though... Gonna investigate that now.
     
  11. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Okay so the folder that you hashed, did it have any .as, .png, .ogg, .xml or .ttf files in it that are for some reason not sent to the client?
    It would be really, really helpful if you could send me a .zip of the mod folder you have on your server so that I can figure out what's different about the folder that clients are receiving and why its failing the checksum.
    Edit: PM'd you
     
    Last edited: Mar 11, 2014
  12. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Bug fixed - if you were having trouble with getting your server to be verified please download the latest version of the mod manager app and try it again. There was a weird issue involving specific file path patterns leading to files being processed in a different order on windows to the order they are processed in on linux.

    As that bug was quite weird and very platform-specific I'm now a little nervous that we'll find other such issues in the future. If you have any issues with mods not verifying when you expect them to, then please inform me and include details about which OS you generated the registration file on, plus what OS your server and clients are running on.
    It'd also be helpful if you could send me a .zip of the mod that you're trying to get verified.

    @Aphelion3371 try again please.
    @Diprog I think you were having the same issue so you should download the mod manager and try again too.
     
    Iamaclay and FuzzyBlueBaron like this.
  13. Inferdy

    Inferdy Arsonist

    Messages:
    246
    What about map generator?
    Or maybe ore generator? (cause it is hard to set all materials on map)
     
  14. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    Did you reply to the wrong thread? I don't see how this is relevant.
     
  15. Leo

    Leo Haxor

    Messages:
    503
    Can you tell me how to verify a "mod" that's not really a mod ? For example I have changed some ctf vars and my server gets the "down thump" icon now.
     
  16. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    ...does changing ctf vars lead to a server being flagged as modded? That seems counter-intuitive.
    I should probably know this but frankly its not something I've played around with.

    Do you have any proper mods in use or is it just the changed vars?
     
  17. Leo

    Leo Haxor

    Messages:
    503
    Custom maps and changed vars, server gets the modded flag even if you change an "." to an ",".
     
  18. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    include your edited ctf folder in a mod folder, you'll need norill&strathos' custom loader for it to load from /mods though.

    its a pain but thats the only workaround i can think of atm
     
  19. Leo

    Leo Haxor

    Messages:
    503
    Nah, too much work for a thumb, the system should give a "ok" automatically if no real mods are used.
     
  20. Shadlington

    Shadlington THD Team THD Team Administrator Global Moderator

    Messages:
    1,562
    So is this an edited .as file or a .cfg?