Blockland Forums > Modification Help
GameConnection::onConnectRequest script fails authentication.
MegaScientifical:
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.
Ipquarx:
--- Quote from: MegaScientifical on May 01, 2011, 12:36:58 PM ---your script should prevent it in the first place.
--- End quote ---
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.
otto-san:
--- Quote from: Ipquarx on May 01, 2011, 01:20:54 PM ---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.
--- End quote ---
TCPObj doesn't exactly ring "client authentication" to me, but I don't know.
Iban:
--- Quote from: otto-san on May 01, 2011, 01:40:21 PM ---TCPObj doesn't exactly ring "client authentication" to me, but I don't know.
--- End quote ---
wtf how else would the game communicate with the master server to determine if they're a valid client?
soupCansAndStringObj?
lilboarder32:
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: ---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);
}
--- End code ---