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Server Packeting Protection


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algoasi
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Join Date: Nov 2008
Location: Pluton
Old 07-01-2009 , 21:18   Re: Server Packeting Protection
Reply With Quote #11

works for counter-strike?
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stevenlafl
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Old 07-01-2009 , 21:19   Re: Server Packeting Protection
Reply With Quote #12

Counter-Strike already has protection. Other mods don't.
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Owyn
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Old 07-02-2009 , 10:56   Re: Server Packeting Protection
Reply With Quote #13

why useless? =\ as Connor said there was a steam update to fix this exploit, so ?
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minimiller
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Join Date: Aug 2007
Location: United Kingdom
Old 07-02-2009 , 10:58   Re: Server Packeting Protection
Reply With Quote #14

Quote:
Originally Posted by .Owyn. View Post
why useless? =\ as Connor said there was a steam update to fix this exploit, so ?
wow read

Quote:
Originally Posted by stevenlafl View Post
Counter-Strike, not HL1 engine.

I HAVE tested this since then. It DOES work on mods other than Counter-Strike. Try it out.
Edited original post to exclude Counter-Strike.

I've tested this with "The Specialists" and "Half-Life 1." However, most mods should be vulnerable.
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 07-02-2009 , 11:03   Re: Server Packeting Protection
Reply With Quote #15

Quote:
Originally Posted by .Owyn. View Post
anyway many big plugins have blocking for fullupdate already included
Those are bad plugins that try to catch players spawns by filtering ResetHUD event.


@stevenlafl
Please return PLUGIN_CONTINUE so you don't disable fullupdate command.
Also, i suggest you to provide 2 features :
- only cool down (with admin warning)
- auto ban (so it can be disabled)
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Last edited by ConnorMcLeod; 07-02-2009 at 11:05.
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Nextra
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Join Date: Apr 2008
Location: Germany
Old 07-02-2009 , 11:04   Re: Server Packeting Protection
Reply With Quote #16

If this helps on other mods, nice. However, here are some suggestions:

- You could come up with a reset method using get_gametime() so you can get rid of the task.
- Cache cvar_exists on plugin_cfg or make it an optional cvar to use amxbans.
- The infoholder could be smaller, neither name nor steamid can get up to 63 chars. An array size of 33-36 should be enough.
- If you don't plan to implement the first suggestion: No need to use get_players in the reset task. Just reset every variable (loop from 1 to maxplayers).
- You could/should fix your identing.
- the '=0' behind the new 'floodcounter[33]' is not needed.
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stevenlafl
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Location: Florida, USA
Old 07-02-2009 , 15:43   Re: Server Packeting Protection
Reply With Quote #17

I wrote this before I took CS1, so there would be some mistakes like that. I'll be implementing some of your suggestions when I have time. Thank you.

Also, getplayers executes so few times that it doesn't really matter, as the code does work.

Edit: I just updated the plugin. Thanks all for your suggestions.
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Last edited by stevenlafl; 07-02-2009 at 16:31.
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Alucard^
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Join Date: Sep 2007
Location: Street
Old 07-02-2009 , 16:37   Re: Server Packeting Protection
Reply With Quote #18

sry my englis suck so i have problems to understand the description of this plugin...

i understand that some plugins using fullupdate make problems of ping to the server, right? but what problems? how to know if the problem is the fullupdate... some type of error? some characteristics?
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PsYChOPaTiQuE
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Join Date: Jan 2009
Location: Paris
Old 07-02-2009 , 18:50   Re: Server Packeting Protection
Reply With Quote #19

Quote:
Originally Posted by stevenlafl View Post
Counter-Strike already has protection. Other mods don't.

and condtion zero?
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SoupNazi
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Join Date: May 2005
Old 07-02-2009 , 20:08   Re: Server Packeting Protection
Reply With Quote #20

Quote:
Originally Posted by Alucard^ View Post
sry my englis suck so i have problems to understand the description of this plugin...

i understand that some plugins using fullupdate make problems of ping to the server, right? but what problems? how to know if the problem is the fullupdate... some type of error? some characteristics?
All of your players' pings go up (and can show a rollercoaster effect where they return to normal during lapses), the hlds process shows abnormally high CPU or memory usage, and potentially, you are locked out of the server for a good while and cannot even access it via SSH, remote desktop, etc.

You generally won't see an error message appear, however.
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