gdaws / hopmod

Automatically exported from code.google.com/p/hopmod
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weapon reload time logging #14

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
wouldn't it be nice to see the actual values in the logs?

hopmod/script/module/detect/cheat/weapon_reload_time.lua

I tried changing

server.log("WARNING: " .. server.player_name(cn) .. "(" .. cn .. ")'s weapon 
reload time is too low.  [pj: " .. server.player_lag(cn) .. " | ping: " .. 
server.player_ping(cn) .. " | weapon: " .. gun .. " | ip: " .. 
server.player_ip(cn) .. "]")

to

server.log("WARNING: " .. server.player_name(cn) .. "(" .. cn .. ")'s weapon 
reload time is too low ( " .. (gametime - server.player_vars(cn).cdr_last_shot) 
.. " should be " .. reload_limit .. " ) .  [pj: " .. server.player_lag(cn) .. " 
| ping: " .. server.player_ping(cn) .. " | weapon: " .. gun .. " | ip: " .. 
server.player_ip(cn) .. "]")

Original issue reported on code.google.com by c.zy...@gmail.com on 12 Dec 2010 at 6:10

GoogleCodeExporter commented 8 years ago
Changed. Update to revision 2061, and reply back to confirm that the new 
message is working.

Btw, this module is deprecated as it's too unreliable at avoiding false 
detections. Any module not listed in server.conf is assumed to be experimental 
or deprecated.

Original comment by graham.d...@gmail.com on 15 Dec 2010 at 12:34

GoogleCodeExporter commented 8 years ago
thank you for r2061
yes I got a lot of negative values in the logs - wouldn't use it as a cheat 
detection, but maybe fix it to look up something if you think someone was too 
speedy ;)

Original comment by c.zy...@gmail.com on 15 Dec 2010 at 5:42

GoogleCodeExporter commented 8 years ago
Hi,

not sure if this was an auto-generated mail, since I'm new to google
code, but possibly it was...
To not send an email without any reason I add a question ;)
There's lack of documentation on how to get the auth-stuff to work at all :-/
Compiled with the following fix ( Debian lenny )
src/authserver/CMakeLists.txt
changed
target_link_libraries(sauer_authserver sauertools serverscripting
scriptpipe enet ${LSQLITE3_LIBRARY})
to
target_link_libraries(sauer_authserver sauertools serverscripting
scriptpipe enet rt ${LSQLITE3_LIBRARY})
( added rt )

Not that important for me, I started to develop a new authentication
module to support registered names / clans with postgresql backend.
Sadly it'll use player commands with password :-/

But a big thank you for all the work you do / have done and will do :)

Original comment by c.zy...@gmail.com on 15 Dec 2010 at 6:14