Andreas Vogl wrote: > There´s only one way to prevent it: We must whipe out point 5) - > "crash server" that is the critical point. Once we got rid of > every bloody way to crash the server we´re settled. Correct. There is no realistic scenario in that crossfire will guarantee data integrity in all cases. We could attempt to do so, but the performance costs would be pretty terrible (for example, if whenever you saved one player, you saved them all, that would make it more difficult to cheat, but saving 15 players on the same tick would likely cause noticable pauses here and there). > > And this goal is no longer unreachable far away. The last way to > willingly crash the server (that I know of) is a buffer overflow > when speaking a very long sentence with winclient. > I bet this one is easy to fix, but I can´t debug under linux > due to lack of winclient. I´d need the help of one of the admins > of the online servers... Or maybe someone else knows how to fix it > right away? I thought I already fixed that. In fact, from the CHANGES file: server/c_chat.c: Add standard banner to top of file. Fix say command so that it does not crash the server if something beyond 256 characters is spoken - extra data is just truncated. MSW 5/22/2000