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View Full Version : Cause of message blocking in Siege servers:



Higor
03-02-2013, 02:50 PM
ScriptLog: ================================================== ===
ScriptLog: LOCALIZED MESSAGE FILTER FOR sgWarhead0 TO MSpec_Alerts0 OF CLASS SiegeUltimateRC17.sgBuildingKillMsg
ScriptLog: SWITCH IS 0, PRIs ARE: sgPRI0 AND sgPRI0 WITH OBJECT SiegeUltimateRC17.sgWarhead
ScriptLog: PASS NUMBER 0: AdminAlert0 > ACCEPT
ScriptLog: PASS NUMBER 1: SoundsMutator0 > ACCEPT
ScriptLog: PASS NUMBER 2: AntiMsgHack0 > REJECT
ScriptLog: PASS NUMBER 3: UTPure0 > REJECT
ScriptLog: PASS NUMBER 4: NexgenController0 > ACCEPT
ScriptLog: PASS NUMBER 5: STWMutExt0 > ACCEPT
ScriptLog: PASS NUMBER 6: sgRURecovery0 > ACCEPT
ScriptLog: PASS NUMBER 7: UnevenTeams0 > ACCEPT
ScriptLog: PASS NUMBER 8: MessageAdmin0 > ACCEPT
ScriptLog: PASS NUMBER 9: Zeroping0 > ACCEPT
ScriptLog: LOCALIZED ENDED FOR sgWarhead0 TO MSpec_Alerts0 OF CLASS SiegeUltimateRC17.sgBuildingKillMsg
ScriptLog: SWITCH IS 0, PRIs ARE: sgPRI0 AND sgPRI0 WITH OBJECT SiegeUltimateRC17.sgWarhead
ScriptLog: ================================================== ===

AntiMsgHack and UTPure (wat?).
I'll see what i can do about this.

Higor
03-02-2013, 03:05 PM
AntiMsgHack:

Assumes all pawns sending messages are PlayerPawns.
When a sgBuilding about to be destructed sends a message... boom, fails and a second self destruct command is issue, plus a ban on an empty IP is issued.
Needs instant fix.

SAM
03-02-2013, 03:06 PM
Pure isn't running, and anti message hack, well that's self explanatory lol. it's to prevent message hackers :D

--- Updated ---

In that case, just decompile anti msg hack and add an exception for siegegi?

Higor
03-02-2013, 03:12 PM
UTPure:

Simply blocks everything coming from a Pawn...
Are you fucking kidding me?

--- Updated ---

Pawns are totally unable to send messages, this clearly hurts monster based games.
I can fix AntiMsgHack, I already retrieved it, but it pains me to see that UTPure made such a mistake (not differ from any pawn and PlayerPawns).

SAM
03-02-2013, 03:15 PM
I have the source for Pure if you'd like it....

Higor
03-02-2013, 03:21 PM
Already checked the UTPure sources.

The only way out of this is calling > Level.Game.MessageMutator.MutatorBroadcastLocalize dMessage(Self, P, Message, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject) replacing SELF with NONE on the sgBuildings.
This won't allow other mods to figure out if a sgBuilding is broadcasting a message, but it's the only way with something as big as Pure.

SAM
03-02-2013, 03:22 PM
But pure isn't running Higor so it shouldn't be doing anything anyway!

That's your next job. Make siege compatible/work with pure.

Keith
03-06-2013, 06:18 AM
Higor do you have an idea why Teamsay spec messages are corrupted?

Higor
03-06-2013, 10:27 AM
Well, it's one of those mutators that's messing those up, I'll review them one by one I guess.

SAM
03-06-2013, 03:48 PM
I know which one it is. AutoPause.

Higor
03-06-2013, 08:47 PM
Autopause isn't on the message mutator chain, as shown on the log posted in the first post.

|uK|B|aZe//.
03-09-2013, 07:49 AM
pretty sure its to do with nexgen clashing on the teamsay functions

SAM
03-09-2013, 08:07 AM
It's autopause... I'll take it off pub since we never use it go tournament mode