Hello i need to bypass net.Incoming from client?(when i send network to server name of the network print in console, how bypass it?)
How i can do that?
code on server:
function net.Incoming(len, client)local i = net.ReadHeader()
local strName = util.NetworkIDToString(i)
if !strName thenreturnendprint(client)
print(strName)
nwlog = nwlog .. client:SteamID() .. ' sent ' .. strName .. ' (' .. len .. 'b)\n'local func = net.Receivers[strName:lower()]
if !func thenreturnendlen = len - 16
func(len, client)
end
If you know the string you could do the follow.
net.Receivers["StringName"] = function() return end
It's working BUT network on server doesn't do function, for example:
Server:
net.Receive("Printme", function()
print("Print")
end)
Client:
net.Start("Printme")
net.SendToServer()
Output: NOTHING
Stop trying to hack shit.
Ще не вмерла украина! (i am not trying to hack it's need to my addon)
Then why do you care if the server detects it?
Soo, i have anti-lager that using net.Incoming, i need to make network undetectable on server BUT if i make this:
if strname == "networkname" or !strName then
return end print
it can be used to crash my server.
What does it spam your console with?
1.Messages like this STEAM_0:0:420788007 sent networkname (16b)
2.Anti Lagger may kick player that send networks many times (my addon need's send this network many times per minute)
I can't think of an instance where I would need to mass send net messages to the server. Maybe instead slow down the rate at which your sending data and just interpolate it on the server. That or you can look at other things like Entity/NetworkVar and stuff
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