- summary: Server-initiated challenge that obliges the client to identify itself.
- area: Game.Client.Verification
- confidence: 0.94
Server-initiated challenge that obliges the client to identify itself.
- Kind event
- Area Game.Client.Verification
- Named by beta, gamemapping
YOU MUST ANSWER THIS. The client's own handler ignores the event's contents
entirely and replies with ClientIdRequest; nothing in the payload is needed
to build the answer.
The answer is not a constant. The real client generates fresh random handshake state, computes a modular exponentiation from it, and sends the result as a decimal string. A replayed or fixed value is not what a real client produces.
When you may send it
- Requires
transport_establishedobserved
Related messages
- You must then send
ClientIdRequestproven — the client's handler computes the identifier and hands back the request - Unsolicited - nothing you send causes this the server opens the verification exchange on its own
Recovered with score 138, confidence 0.94, margin 138 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 0 of 0.
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