Quote:
Originally Posted by Spirit_12
You may want to add SMAC as a requirement.
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Thanks for report
Quote:
Originally Posted by larrybrains
What does "Tickbase out of bounds" mean?
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Every client has it's own tick counter called tickbase.
Tickbase is always kept in sync with server's tick within some 'approximate' range.
Client tickbase can get out sync by next reaons:
- Server is lagging or has plugins that affects commands execution pipeline
- Client lost connection to server and then restored connection later
- Client is cheating
Quote:
Originally Posted by larrybrains
PHP Code:
L 01/31/2024 - 00:05:13: [l4d2_user_commands.smx] Player D*******Y <3<14><STEAM_1:1:4*******3><> is suspected in using invalid user commands (reason: Tickbase out of bounds (min: 129224, tick: 128849, max: 129724), dropped packets 0) L 01/31/2024 - 00:35:13: [l4d2_user_commands.smx] Player D*******Y <3<11><STEAM_1:1:4*******3><> is suspected in using invalid user commands (reason: Tickbase out of bounds (min: 78134, tick: 76966, max: 78634), dropped packets 0) L 01/31/2024 - 00:54:23: [l4d2_user_commands.smx] Player D*******Y <3<26><STEAM_1:1:4*******3><> is suspected in using invalid user commands (reason: Tickbase out of bounds (min: 69257, tick: 69186, max: 69757), dropped packets 0)
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Let's do simple analyse of every log and calculate tickbase difference to see how far into future or past he got relatively to server's clock.
- log: 129224 - 128849 = 375
- log: 78134 - 76966 = 1,168
- log: 69257 - 69186= 71
Those are insanely big values (even 71 tick gap is big value).
By second log we can see that he got into past by ~39 seconds if your server has default tickrate (tickbase difference * server tickrate).
We can get to conclusions:
- Your server lagged for ~39 seconds but then every player on the server would have been reported.
- The client lost connection to server for ~39 seconds xD
- The client is cheating
if your server didn't lag and the client also didn't lost connection then I can conclude he's cheating.
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