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Connect - A safer OnClientPreConnect forward


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Mecha the Slag
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Join Date: Jun 2009
Location: Denmark
Old 10-14-2011 , 03:37   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #11

Connect doesn't seem to work with the recent update. CBaseServer has also been updated, so I was wondering if this is now obsolete? I kinda prefer Connect to CBaseServer so I hope not D:
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 10-14-2011 , 13:54   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #12

Quote:
Originally Posted by Mecha the Slag View Post
Connect doesn't seem to work with the recent update. CBaseServer has also been updated, so I was wondering if this is now obsolete? I kinda prefer Connect to CBaseServer so I hope not D:
Just another small gamedata change, grab it from: http://hg.limetech.org/projects/conn...nect.games.txt

Sorry I didn't get to it last night, had a lot to fix and it was already very late.
Also, the bug you reported to me on Steam should be fine after yesterday's update, Valve fixed the issue.
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Mecha the Slag
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Join Date: Jun 2009
Location: Denmark
Old 10-15-2011 , 07:56   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #13

Awesome, thanks! Love your work C:
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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 11-14-2011 , 06:40   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #14

Hi, I am here to bug you about updating the zip in the first post with the latest gamedata.
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TwOzCaR
Senior Member
Join Date: Jul 2010
Old 11-23-2011 , 08:18   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #15

Quote:
Originally Posted by GoD-Tony View Post
Hi, I am here to bug you about updating the zip in the first post with the latest gamedata.
lol hehehe
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 11-29-2011 , 14:27   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #16

I've been too laz... er... busy to check this out, but can this be used as a drop-in replacement for CBaseServer?
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McFlurry
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Join Date: Mar 2010
Location: RemoveEdict(0);
Old 11-29-2011 , 14:56   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #17

There's a difference in the forward parameters. All you would need to do to use this would be to correct the forward parameters and include the correct library in any cbaseserver based plugins and recompile.

Edit: not to mention that this uses a bool for the forward result and cbaseserver uses a simple return
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Last edited by McFlurry; 11-29-2011 at 14:57.
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gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 11-30-2011 , 10:51   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #18

After some time I'll get a ghost player with this extension on my TF2 replay enabled server
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Despirator
Senior Member
Join Date: Jun 2011
Location: Kazakhstan ->Shymkent
Old 11-30-2011 , 13:31   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #19

Quote:
Originally Posted by gH0sTy View Post
After some time I'll get a ghost player with this extension on my TF2 replay enabled server
it's fake clients
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FunkyLoveCow
Senior Member
Join Date: May 2010
Old 12-02-2011 , 15:03   Re: Connect - A safer OnClientPreConnect forward
Reply With Quote #20

I think I did something horribly horribly wrong. In attempting to convert the cbaseserver reserved slot plug into using this extension, I modified two lines in the source.

For reference, this is the cbase plugin: http://hg.alliedmods.net/users/pred_...xt_reserves.sp

I modified line 2, to use the connect include and line 34 to be this (to match the connect function prototype)

Code:
public bool:OnClientPreConnect(const String:name[], String:pass[255], const String:ip[], const String:authid[],  String:rejectReason[255])
That's it for changed lines.

It compiles fine. However, when joining the server I get this error immediately:


There are no errors spit out to the console, server error log or SM error log. Ideas?
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