Multiplayer Security Measures

Hybrid Animals has a very busted multiplayer system, which leads to a ridiculous amount of exploits and hacked clients. In order to fix these issues, I've come up with certain add-ons. Loopholes are likely still possible so more systematic upgrades are welcome.

## Login Procedures

There should be an actual login system and we do not want you doxxed. Considering how we could just ban accounts instead of doxxing people, we would rather do the one thing TFH didn't fuck up besides the construction system, and that is to set up a proxy account which has no involvement with your IP address. Copyright infringement might be a thing.

As per usual, this will be done using a randomized string. However, in order to fuck up client hacks, we are going to use an additional real number, aka using a few extra bytes to turn the amount of precision needed to target one specific account up a few extra times. Maybe a bit more than that as they are to be forced to figure out where to put the goddamn decimal. Making the encryption done on multiple different procedures and saving the logs exclusively on printed paper might be the nail in the coffin.

Optionally, you could assign an email address directly onto the client itself using a support contact, which will help the regaining of a dropped account. Should also help with switching devices or giving a friend an old account. **Fair warning though:** Hacked clients do not get support contact for obvious reasons.

## Methods to check for hacked clients

Because it's the stuff intended. Hopefully there are enough catch 22s to properly do the job.

**Initial Stat Checking:** The server will actively check for how long you've been online, your levels, your stats and your gem count by forcing the menus out and shoving you in a test chamber before proceeding. In other words, no initial stathacks. This will always proceed when a server login is started.

**Speed Tracking:** Going too fast on the reaction speed department (Specifically attack speed) will get you wrecked. This is a mechanic which is almost identical to Moomoo.io's, though there is a small addition to check for over-consistencies.

**Anti-Spawnkilling Measures:** You do not get to spawnkill people here. This is done using the intended depth-based allowance and multiple spawnpoints, because fuck spawnkilling. Not on my watch.

**Bypasses:** If you still managed to squeeze bs in, the report button activates Constant Surveillance Mode, aka you're going to be checked on when reported (And reporting). And since you usually don't know when you're reported, goodbye.

**Land Claim Bypass:** The server turns off every 11 hours for reboot and maintenance, doing a land claim check upon rebooting to properly manage land ownerships. 2 hour savestates allow for managing between 5 different server states, helping detection of illegal activity sources.

## Interaction Moderation

**Chat Spam:** The server checks for a limited degree of repeated messages and automutes violations. While this cannot prevent all spam possible since there is always a chance someone goes for a spam bot with text loops, there is always the report button.

**Toxicity:** So basically this is not very allowed and a mute is possible. The word filter is likely bad on introduction so minor fixes on both the blacklist and the whitelist are to be administrated by players who reported on getting muted for no reason.

**Content Creation:** Builds, art and music can be reported for deletion, with the latter two systematically removed from the game database if need be.