3 ms·
Yeah, that's me. var a = 1; function d() { $('#say').val(a); say(); a++; } setInterval("d();", 100); Not exactly hard.
by dan11 16y ago
Yeah, that's me.
var a = 1;
function d()
{
$('#say').val(a);
say();
a++;
}
setInterval("d();", 100);
Not exactly hard.
- JimmyRuska 16y agoIt does have a flood filter, your thing just spams so it gets in the post every chance. I can only make the flood count longer. That's the problem with javascript, kinda hard to prevent people from screwing around and editing it in-place.
- dan11 16y agoI'm not 100% sure how WebSockets work, but I assume it's going through your server and then sent to everyone else? Could you not do a rate limit of 5 per 30 seconds, or require at least one comment in between yours? Not sure what the best approach would be best.
- daralthus 16y agoJust kick of the flooders. Btw you could try node.js, then run the same game code on the server too, so there will be no cheating in the game when finished.
- user24 16y ago> That's the problem with javascript, kinda hard to prevent people from screwing around and editing it in-place. Not if you use a module pattern with private methods. But the real problem you should be addressing, and one which applies to any internet app, is people directly sending data to the server. Whether it's initiated by JS or flash or anything is not relevant - sure it's sometimes easier to hack about with JS apps, but if you fix people being about to open telnet and spoof the raw data, then you fix all those holes at the server, and that leaves you free to entirely change the way your code works in the future, instead of having to re-code misguided security fixes.
- user24 16y agobetter: javascript:var a=prompt('message to spam');setInterval(function(){$('#say').val(a); say();},100);