Author Topic: GameConnection::onConnectRequest script fails authentication.  (Read 2398 times)

Banning someone like that would be difficult. And besides that, your script should prevent it in the first place. The point of such a script would be to prevent your own intervention on someone joining, you defeat your own purpose.

your script should prevent it in the first place.
it does just that, but i need to know if the function servAuthTCPobj::onLine(%this, %line) is called in non-dedicated servers to complete the mod.

it does just that, but i need to know if the function servAuthTCPobj::onLine(%this, %line) is called in non-dedicated servers to complete the mod.
TCPObj doesn't exactly ring "client authentication" to me, but I don't know.

TCPObj doesn't exactly ring "client authentication" to me, but I don't know.
wtf how else would the game communicate with the master server to determine if they're a valid client?

soupCansAndStringObj?

You could give your friends that you want to be on the "whitelist" for your server a client mod that packages GameConnection::setConnectArgs()
I recently did this for my Underground mod GUI check, thanks to Zack0Wack0 and Trigun:
Code: [Select]
function GameConnection::setConnectArgs(%a,%b,%c,%d,%e,%f,%g,%h,%i)
{
%i = setField(%i,getFieldCount(%i),"Underground" SPC $UndergroundGUI::GUIVersion);
Parent::setConnectArgs(%a,%b,%c,%d,%e,%f,%g,%h,%i);
}

You can ban IDs by script. Just make it ban them for a day with the message "You aren't on the whitelist" - you'll get the "connected/left the game" message once, but then they can't spam it.

If you did want to add them later you only have to go through one extra step removing a ban by the in-game menus if they've tried to join that day.

Also, try a trace on what happens when a banned player does join to see if it goes through the protected onConnectRequest only or something you can package.
« Last Edit: May 02, 2011, 04:14:13 AM by Space Guy »

You can ban IDs by script. Just make it ban them for a day with the message "You aren't on the whitelist" - you'll get the "connected/left the game" message once, but then they can't spam it.

If you did want to add them later you only have to go through one extra step removing a ban by the in-game menus if they've tried to join that day.

Also, try a trace on what happens when a banned player does join to see if it goes through the protected onConnectRequest only or something you can package.
But what if 75 people try to join the server that day? :/

Well, half a solution (message only once) is better than none at all. Do the trace thing too as then you might be able to automatically count "anyone not on whitelist" as banned.

For a complete if annoying method, ban every ID from 0 to 100,000 or something (by script) and selectively unban the ones you want.

I already found a way to get rid of the messages. that client authentication function is called in all servers! problem solved. im going to upload to rtb today, and hopefully, itl be passed.

idk, why dont you check?