Request Ok Help is required for XUID bug
#31
ill add the code you gave to the funmod server and see what i can do Smile
Had a life, Got a modem..
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#32
I already made a working signature scanner for (nearly) every address used in the plugin in less than a day and had sent it to Cyanide a few weeks ago... I could do something with them but I'm out of the country so I can't. The signatures work for every server version from 1.5.xxx and above. @zxz0O0
[Image: 30xhrep.png]

A casual conversation between barata and I about Nukem.
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#33
(07-10-2012, 02:11)master131 Wrote: I already made a working signature scanner for (nearly) every address used in the plugin in less than a day and had sent it to Cyanide a few weeks ago... I could do something with them but I'm out of the country so I can't. The signatures work for every server version from 1.5.xxx and above. @zxz0O0

Oh well thanks for telling me that now after I finished all the sigs myself (and some from @SuperNovaAO Heart )

Thanks to @litgar for the logfiles I can now look into the XUID bug.

Btw did you really make all sigs or only these from dllmain.cpp?
[Image: azuw.jpg]
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#34
on my servers !stuck kept working since last reboot

but the iPrintLn and iPrintLnbolds that are triggerred by OnPlayerDamaged() still seem to shift

as soon as i find some log/proof of this will post it here Smile
Had a life, Got a modem..
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#35
If the error happens please also execute 'status' command in rcon.

So far I have a guess what the problem could be. According to this guess all events should pass the 'wrong' Client except OnPlayerConnect.
[Image: azuw.jpg]
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#36
(07-10-2012, 09:38)zxz0O0 Wrote: If the error happens please also execute 'status' command in rcon.

So far I have a guess what the problem could be. According to this guess all events should pass the 'wrong' Client except OnPlayerConnect.

I sent you a report error
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#37
maybe this source can help debugging things abit? (just an idea) Smile

Code:
using System; using System.Collections.Generic; using System.Text; using Addon; namespace MW3Test { public class Class1 : CPlugin { public override ChatType OnSay(string Message, ServerClient Client) { ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnSay: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum)); string lowMsg = Message.ToLower(); if (lowMsg.Equals("!itsnotmoditsplugin")) { ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence start triggerred by:" + Client.Name + " (" + Client.ClientNum + ")"); ServerCommand("status"); iPrintLn("Its not mod its plugin", Client); iPrintLnBold("Its not mod its plugin", Client); TellClient(Client.ClientNum, "Its not mod its plugin!",false); ServerSay(Client.Name + " (" + Client.ClientNum + ") said its not a mod, its plugin!",false); Client.Other.EnableNightvision(true); Client.Other.UAVEnabled = true; Client.Other.EnableNoclip(true); Client.Other.SetPerk(GetPerk("blindeye")); PlaySoundOnPlayer(Client, "freefall_death"); ServerCommand("status"); ServerCommand("say \"Hello! " + Client.Name+ "!\""); ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence start ended for:" + Client.Name + " (" + Client.ClientNum + ")"); } if (lowMsg.Equals("!itsnotpluginitsmod")) { ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence end triggerred by:" + Client.Name + " (" + Client.ClientNum + ")"); ServerCommand("status"); iPrintLn("Its not plugin its mod", Client); iPrintLnBold("Its not plugin its mod", Client); TellClient(Client.ClientNum, "Its not plugin its mod!", false); ServerSay(Client.Name + " (" + Client.ClientNum + ") said its not a plugin, its mod!", false); Client.Other.EnableNightvision(false); Client.Other.UAVEnabled = false; Client.Other.EnableNoclip(false); Client.Other.SetPerk(GetPerk("fastreload")); PlaySoundOnPlayer(Client, "freefall_death"); ServerCommand("say \"bye! " + Client.Name + "!\""); ServerCommand("status"); ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence end ended for:" + Client.Name + " (" + Client.ClientNum + ")"); } return ChatType.ChatContinue; } public override void OnPlayerSpawned(ServerClient Client) { ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnPlayerSpawned: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum)); ServerCommand("status"); } public override void OnPlayerConnect(ServerClient Client) { ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnPlayerConnect: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum)); ServerCommand("status"); } } }
Had a life, Got a modem..
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#38
@pieter I think that would give a huge log spam Tongue

I think the problem is 'ClientNum' not matching the EntityNum and therefore other stuff like weapons (it's like this: Client->Entity->Player->Weapon) are not working.
[Image: azuw.jpg]
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#39
My code additions to the wonderful CoD engine all rely on the first 24 entities in the struct being the clients. The entire engine is made like this, I don't think they would change this.

No, the Entities are still in sync with the ClientInfo as far as I can see (Still finishing games with 160-0).
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#40
@SuperNovaAO I am talking about the ClientNum in the Client struct, not about Entity struct.

First 24, even when only 18 players max?

And if you don't believe, explain this
Quote://Plugin log, used ServerClient.ClientNum property -> 20 (Client Struct)
[14:50:37] 14:50: Logger: OnSay: Name;[Z00MBY] Alex;XUID;011000010xxxxxxx;ClientNum20
//Addon log, used EntityNum -> 13 (Entity Struct)
[14:50:37] Say;011000010xxxxxxx;13;[Z00MBY] Alex;!kick me

Only other explanation would be that the ClientNum offset is wrong but I doubt that.
[Image: azuw.jpg]
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