kharidiron / StarryPy

Plugin-driven Starbound proxy server built using Twisted.
Do What The F*ck You Want To Public License
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Auto Kick Player Features? - Request #36

Open Razorskills opened 9 years ago

Razorskills commented 9 years ago

I am not sure how to really explain what I mean well, or if these ideas are even possible. but there would definitely be a use for a system that you could apply rules to that would auto kick players if "configured thing" happens. For example someone swears, and this server has banned that word, it would then kick them saying "Do not use foul language in out server" or something along that lines.

But not just for language It would be cool for it to monitor whenever the console spams that a "cheatsword" or "killgun" item does not exist, find out which player triggered that error and kick them from the server a reason saying these items are not permitted?

Although there might need to be a way to allow some items so that legit players might not get kicked for doing something with a mod that is not cheating, they just like to use it in single player because it adds to the game for fun and not ruin others experience.


I also noticed that starbound lists the mods you have installed on your client on the main menu, I wonder if it would be possible to be able to read those from the server and if so, be able to set a auto kick if they have CreativeMode Mod install, it could kick them saying, "This mod "CreativeMode" is not allowed on this server, please remove it to be able to play on this server"

I haven't been able to really find anything as to why nobody has done this yet, if you have been on any public servers, you may know this might be a needed feature. Although it just might not be possible, it might have to be done inside of starbound itself.

Feel free to close this if you think its not possible. But I am sure there could be some good discussion from others as to how someone might do this.

kharidiron commented 9 years ago

Hi Razorskills,

Some, if not all of it, COULD be possible... but a lot the issue has to do with parsing, which is arguably why you haven't seen it done anywhere else.

Even with the Chucklefish folks proving their doc files for everyone to read, some stuff is still obfuscated in the datastream, so it still takes a tremendous amount of reverse engineering to work these out. (I can show you a packet I'm working on right now, that I have NO idea what part of it does...)

But, I agree with you pretty avidly on some of these points. I wouldn't mind working towards some of these... it just will likely take me a while, unless someone else comes along with a better know-how on how to accomplish these things.

I'm going to leave this ticket open as a goals reminder, and maybe I can come back to, at least some of them, soon.

Cheers!