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Help / Re: Server could not verify your id
« on: August 19, 2016, 10:05:53 AM »
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No it's a addon, it's like a addon that you can drop waypoints, then look at them. It helps alot with navigation.It looks like SkyEye which was a private addon that was capable of finding nearby players
I've posted this before, but the post must have been lost in the Great Coding Help Culling of 2015.
Blockland stores time in a 32-bit signed integer. The maximum positive value this data type can store is 2,147,483,647. Now, last time I made a very broad, sweeping statement that all of the ways you could get the simtime used this value at their core. I don't actually know if this is true, but it would amaze me if it were not. For one thing, it would mean that $Sim::Time would rapidly build up inaccuracies and deviate wildly from the correct value.
Assuming, however, that it is true, and every possible way you can get the simtime uses the same 32-bit integer at their core, then all of them will eventually overflow at the same time as the game passes 2147483647 milliseconds of uptime. With some basic arithmetic, we know that this occurs after:
24 days, 20 hours, 31 minutes, 23 seconds, and 647 milliseconds.
After this period, any scripts or code that use getSimTime() or $Sim::Time and aren't designed to be Ragnarok-proofed against simtime suddenly jumping to -2147483648 milliseconds will probably experience glitches. These can range from momentary bizarreness at the discontinuity, or extremely long-lived glitches that last until the simtime reaches a value of 0 milliseconds again, after 24 days, 20 hours, 31 minutes, 23 seconds, and 648 milliseconds. In theory, at this point, all of the problems would stop occurring for another 2147483647 milliseconds.
In theory, anyway. I don't think anyone's ever hosted a server for 50 continuous days without restart. If anyone wants to try, go for it; I'd be interested to see if the problems actually did stop or if they continued indefinitely.
function setGamemodeByName(%name, %internetType, %serverName, %serverPassword, %maxPlayers)
{
GameModeGui.PopulateGameModeList();
if($GameModeGui::GameModeCount $= "" || $GameModeGui::GameModeCount <= 0)
{
warn("setGamemodeByName() - No GameModes are available!");
return;
}
%gamemode = "Add-Ons/GameMode_" @ %name @ "/gamemode.txt";
for(%i = 0; %i < $GameModeGui::GameModeCount; %i++)
{
%gamemodeFile = $GameModeGui::GameMode[%i];
echo(%gamemodeFile $= %gamemode);
if(%gamemodeFile $= %gamemode)
{
%foundGamemode = %gamemodeFile;
%foundGamemodeIdx = %i;
break;
}
}
if(%foundGamemode $= "" || %foundGamemodeIdx $= "")
{
warn("setGamemodeByName() - Invalid gamemode GameMode_" @ %name @ "!");
return;
}
switch$(%internetType)
{
case "Internet":
$Pref::Net::ServerType = "Internet";
$ServerSettingsGui::ServerType = "Internet";
case "Lan":
$Pref::Net::ServerType = "Lan";
$ServerSettingsGui::ServerType = "Lan";
default:
$Pref::Net::ServerType = "Singleplayer";
$ServerSettingsGui::ServerType = "Singleplayer";
}
if(%serverName $= "")
%serverName = "Blockland server";
%maxPlayers = mFloor(%maxPlayers);
if(%maxPlayers <= 0)
%maxPlayers = 8;
$Pref::Server::Name = %serverName;
$Server::Name = %serverName;
$ServerSettingsGui::ServerName = %serverName;
$Pref::Server::Password = %serverPassword;
$ServerSettingsGui::JoinPassword = %serverPassword;
$Pref::Server::MaxPlayers = %maxPlayers;
$Server::MaxPlayers = %maxPlayers;
$ServerSettingsGui::MaxPlayers = %maxPlayers;
$ServerSettingsGui::AdminPassword = $Pref::Server::AdminPassword;
$GameModeGui::CurrGameModeIdx = %foundGamemodeIdx;
$GameModeArg = %gamemodeFile;
ServerSettingsGui.clickLaunchGame();
}
I'm /pretty/ sure that the 0 in servercmdban is a bool to specify "forever". Regardless I just use banBLID instead usually because the arguments make more sense.
afaik its the ID of the person who banned the userFrom the game: function serverCmdBan(%client, %victimID, %victimBL_ID, %banTime, %reason)
ShutDown("<message>"); - kick everyone from the server except for the host (kicks everyone including the host on dedicated servers if the connection isn't local)fixed
If you just do shutdown it'll just tell everyone "The server has shutdown." otherwise it's whatever you put in the message.