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[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

CSHARP Code
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Text;
  4. using Addon;
  5.  
  6. namespace MW3Test
  7. {
  8. public class Class1 : CPlugin
  9. {
  10. public override ChatType OnSay(string Message, ServerClient Client)
  11. {
  12. ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnSay: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum));
  13. string lowMsg = Message.ToLower();
  14. if (lowMsg.Equals("!itsnotmoditsplugin"))
  15. {
  16. ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence start triggerred by:" + Client.Name + " (" + Client.ClientNum + ")");
  17. ServerCommand("status");
  18. iPrintLn("Its not mod its plugin", Client);
  19. iPrintLnBold("Its not mod its plugin", Client);
  20. TellClient(Client.ClientNum, "Its not mod its plugin!",false);
  21. ServerSay(Client.Name + " (" + Client.ClientNum + ") said its not a mod, its plugin!",false);
  22. Client.Other.EnableNightvision(true);
  23. Client.Other.UAVEnabled = true;
  24. Client.Other.EnableNoclip(true);
  25. Client.Other.SetPerk(GetPerk("blindeye"));
  26. PlaySoundOnPlayer(Client, "freefall_death");
  27. ServerCommand("status");
  28. ServerCommand("say \"Hello! " + Client.Name+ "!\"");
  29. ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence start ended for:" + Client.Name + " (" + Client.ClientNum + ")");
  30. }
  31. if (lowMsg.Equals("!itsnotpluginitsmod"))
  32. {
  33. ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence end triggerred by:" + Client.Name + " (" + Client.ClientNum + ")");
  34. ServerCommand("status");
  35. iPrintLn("Its not plugin its mod", Client);
  36. iPrintLnBold("Its not plugin its mod", Client);
  37. TellClient(Client.ClientNum, "Its not plugin its mod!", false);
  38. ServerSay(Client.Name + " (" + Client.ClientNum + ") said its not a plugin, its mod!", false);
  39. Client.Other.EnableNightvision(false);
  40. Client.Other.UAVEnabled = false;
  41. Client.Other.EnableNoclip(false);
  42. Client.Other.SetPerk(GetPerk("fastreload"));
  43. PlaySoundOnPlayer(Client, "freefall_death");
  44. ServerCommand("say \"bye! " + Client.Name + "!\"");
  45. ServerCommand("status");
  46. ServerPrint("[TEST] (" + DateTime.Now.ToShortTimeString() + ") Testsequence end ended for:" + Client.Name + " (" + Client.ClientNum + ")");
  47. }
  48. return ChatType.ChatContinue;
  49. }
  50.  
  51. public override void OnPlayerSpawned(ServerClient Client)
  52. {
  53. ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnPlayerSpawned: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum));
  54. ServerCommand("status");
  55. }
  56.  
  57. public override void OnPlayerConnect(ServerClient Client)
  58. {
  59. ServerLog(LogType.LogData, DateTime.Now.ToShortTimeString() + String.Format(": Logger: OnPlayerConnect: Name;{0};XUID;{1};ClientNum{2}", Client.Name, Client.XUID, Client.ClientNum));
  60. ServerCommand("status");
  61. }
  62.  
  63.  
  64. }
  65. }
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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