PDA

View Full Version : Standalone CO Server & BAF or PMC Signature Problem



drivetheory
Jun 9 2011, 15:15
For whatever reason, players who connect to the server are failing on BAF & PMC signature checks and are being kicked. Some players will fail upon initial connection and get kicked, some will fail after XYZ time period in game and get kicked. Some players are using steam and some are not. Some players are in the USA, some are not. Some players said they have all the addons are are not being kicked.


my new-server.cfg file


//
// server.cfg
//
// comments are written with "//" in front of them.
// --------------------------------------------------
// GLOBAL SETTINGS
hostname="Custom Public OA Server"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "XXXXXXXXXX"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
//reportingIP = "armedass.master.gamespy.com"; // This is the default setting. If you change this, your server might not turn up in the public list. Leave empty for private servers.
//reportingIP = "arma2pc.master.gamespy.com"; // In case of ArmA2
reportingIP = "arma2oapc.master.gamespy.com"; // For Operation Arrowhead
logFile = "new-server.log"; // Tells ArmA-server where the logfile should go and what it should be called
// --------------------------------------------------
// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {
"",
"",
"",
"Welcome to the Server",
"Feel free to join us on TS3",
};
motdInterval=20; // Time interval (in seconds) between each message
// --------------------------------------------------
// JOINING RULES
checkfiles[] = {}; // Outdated. DO NOT USE
maxPlayers=60; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 2; // Verifies the players files by checking them with the .bisign signatures. Works properly from 1.08 on
// New signature version 2 relesea with 1.58
// verifySignatures=1 will check both v1 and v2 signatures.
// verifySignatures=2 the server will reject clients using any addons which are signed by v1 signatures only.
// v2 signatures are extension of v1 signatures.
// v2 signature can be still understood by old servers and clients but it acts the same as v1 signature there
// v1 signatures can be still understood by new versions, but they do not pass when extended test is required by the server used during v2 signature verification
equalModRequired = 0; // Outdated. DO NOT USE. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
// --------------------------------------------------
// VOTING
voteMissionPlayers=255; // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold=9; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
// --------------------------------------------------
// INGAME SETTINGS
disableVoN = 0; // If set to 1, Voice over Net will not be available
vonCodecQuality = 2; // Quality from 1 to 10
persistent = 1; // If 1, missions still run on even after the last player disconnected.
// --------------------------------------------------
// SCRIPTING ISSUES
onUserConnected = ""; // self-explaining
onUserDisconnected = "";
doubleIdDetected = "";
regularCheck = "";
// --------------------------------------------------
// ArmA signature verification
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "kick (_this select 0)"; // tampering of the signature detected. use ban instead of kick once testing is complete
onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected
BattlEye = 1; //Server to use BattlEye system
// --------------------------------------------------
// MISSIONS CYCLE (see below)
class Missions {
class Mission_0 // name for the mission, can be anything
{
template = "co44_DomW.Takistan"; // omit the .pbo suffix
difficulty = "regular"; // difficulty: recruit, regular, veteran or mercenary
param1 = 90; // dress
param2 = 23; // age
};

};
// --------------------------------------------------
// LOGGING
timeStampFormat=full; // Sets the timestamp format used on each report line in server-side RPT file. possible values are: none (default), short, full


my new-arma2.cfg file


// These options are created by default
language="English";
adapter=-1;
3D_Performance=1.000000;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;

// These options are important for performance tuning
MinBandwidth=131072; // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded.
// Default: 131072
MaxBandwidth=76800000; // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
MaxMsgSend=256; // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers.
// Default: 128
MaxSizeGuaranteed=512; // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting.
// Default: 512
MaxSizeNonguaranteed=256; // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag.
// Default: 256
MinErrorToSend=0.005; // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01
MaxCustomFileSize=0; // Users with custom face or custom sound larger than this size are kicked when trying to connect.


my new-default.arma2oaprofile file


class Difficulties
{
class Regular
{
class Flags
{
3rdPersonView = 1; // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as "3D view" - ArmA is not an arcade game !
armor = 1; // Gives you improved body armor, tank armor etc
autoAim = 0; // Enables auto aim when you're not looking through your weapon's scope. Also works with crosshair off.
autoGuideAT = 0; // AT missiles will be automatically guided to their target. If 0, player has to lock onto the target.
autoSpot = 1; // If you're close enough to an enemy, you'll report it without right-clicking.
cameraShake = 1;
clockIndicator = 1; // Displays the clock indicator on the left of your screen when giving/receiving orders like "At 11 o'clock, eemy man at 200 meters"
deathMessages = 1; // Displays "XXX was killed by YYY" messages in multiplayer
enemyTag = 0; // Displays information on enemy units
friendlyTag = 1; // Displays information on friendly units. ONLY WORKS WITH 'Weaponcursor=0', eg crosshair on.
hud = 1; // Shows you leaders location and your position in formation
hudGroupInfo = 1;
hudPerm = 1; // Shows HUD permanently
hudWp = 1; // Shows Waypoints right after they're ordered to you
hudWpPerm = 1; // Shows Waypoints permanently
map = 1; // Shows symbols for all objects known to your gruop on the map. This will NOT disable the map itself !
netStats = 1; // Enables the scoreboard functionality in MP
tracers = 0; // Displays tracers even of small arms that in real life would not have tracers
ultraAI = 0; // Enables some kind of super AI that hears and sses more and has better tactics. This is for both friendly and enemy sides.
unlimitedSaves = 1; // Enables saing permanently. For single player missions. But you then can only load the last save state.
vonId = 1; // When using VoN, display the name of the player speaking.
weaponCursor = 1; // Shows the crosshair for your weapon
};
// These are the skills. Value may range from 0.000000 to 1.000000
skillFriendly = .75; // Friendly tactics skill
precisionFriendly = .75; // Friendly shooting precision
skillEnemy = 1; // Enemy tactics skill
precisionEnemy = 0.5; // Enemy shooting precision
};
};


// Sets the server default view distance.
// Render distance is 3/4 of view distance - for 2000 metres, objects will be render up to 1500 metres
// This maybe overidden by the mission
viewDistance=4000;

// Sets the server default terrain quality. Very High:10, Low:50
// This maybe overidden by the mission
terrainGrid=10;


my arma2oaserver launch string:


"C:\Program Files (x86)\Bohemia Interactive\ArmA 2\arma2oaserver.exe" -port=2325 -name=new-default -config=new-default\new-server.cfg -cfg=new-default\new-arma2.cfg -profiles=new-default


I had 2 of the players send me their report files:


Warning Message: Files "baf\addons\air_d_baf.pbo", "baf\addons\characters_d_baf.pbo", "baf\addons\characters_w_baf.pbo", "baf\addons\data_baf.pbo", "baf\addons\dubbing_baf.pbo", "baf\addons\languagemissions_baf.pbo", ... are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.


Warning Message: Files "pmc\addons\air_pmc.pbo", "pmc\addons\ca_pmc.pbo", "pmc\addons\characters_pmc.pbo", "pmc\addons\dubbingradio_pmc.pbo", "pmc\addons\dubbing_pmc.pbo", "pmc\addons\languagemissions_pmc.pbo", ... are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.




Is the server missing bikeys? The server is patched to 1.59 and bi.bikey as well as bi2.bikey both exist in .\Keys\ and .\Expansion\Keys\
Is it a configuration problem on my end?
This OA server is on a box with a 3GHz quad core CPU, 4GB of RAM, and a 100Mb pipe (verified using speedtest.net)

All advice is truly appreciated and please forgive my ignorance, have been config'n various servers for about a decade now but this is my first Arma2 server.

Webpages I've been reading to get this server configured:
http://www.kellys-heroes.eu/files/tutorials/dedicated/
http://community.bistudio.com/wiki/server.cfg
http://community.bistudio.com/wiki/arma2.cfg
http://community.bistudio.com/wiki/server.armaprofile
http://community.bistudio.com/wiki/basic.cfg
http://community.bistudio.com/wiki/ArmA:_Server_Side_Scripting
http://community.bistudio.com/wiki/Arma2:_Startup_Parameters

.kju [PvPscene]
Jun 9 2011, 16:00
a) did you upload pmc/baf folder to the server? if so, remove em. the server may only have lite in common
b) what are your keys in arma\keys and in arma\expansion\keys
c) are only DLC full users kicked?
d) did you try with verifySignatures = 1;?
e) it might be that people do not have their dlc updated to the latest version

this can happen if they install a2->oa->1.59->dlc, while dlc must be installed before
patching or 1.59 again after the dlc install

drivetheory
Jun 9 2011, 16:11
a) negative, server does not have the DLC on it
b) the keys are the standard bi.bikey & bi2.bikey (in both locations)
c) yes, only full DLC players get kicked
d) i've reconfigured the server to use v1 signatures as of this posting, will report back later
e) i don't know


However, today i did read this:
http://forums.bistudio.com/showthread.php?t=120482

this person has the same problem but in reverse, he's a player getting kicked for having full DLC that isn't passing signature checks.

is it the v2 signatures? are they not 100% fully functional or?

.kju [PvPscene]
Jun 9 2011, 16:14
ok thanks

they work for our server. so i guess people not patching the full DLC is the prob

eddieck
Jun 9 2011, 17:20
We've had the same issues and I have tried removing the BAF and PMC add-ons and completely redownloading them through Steam.