• Simple Prop Protection
    779 replies, posted
This needs a tool that unowns stuff, useable by anyone. Sometimes you want a prop to be used by anyone, without buddying everyone on the server, and whoever joins.
agreed :D (hence the above confusion :P)
[QUOTE=HOUSEMASTERR;15015723]This needs a tool that unowns stuff, useable by anyone. Sometimes you want a prop to be used by anyone, without buddying everyone on the server, and whoever joins.[/QUOTE] Agreed. Also, this has probably been mentioned but I haven't read all the posts. Is there a way to get SPP to protect against sliders/hydraulics using the auto-90 degree snap thing? I'm getting tired kicking/banning people for grabbing others' crap all the time lol.
[QUOTE=tr0ubl3mak3r;15018821]Agreed. Also, this has probably been mentioned but I haven't read all the posts. Is there a way to get SPP to protect against sliders/hydraulics using the auto-90 degree snap thing? I'm getting tired kicking/banning people for grabbing others' crap all the time lol.[/QUOTE] I fixed it. SVN Update.
Woot! Update: Updated SVN, Hydro's and Sliders might be fixed (haven't tested) , but winches aren't. They can still target other's props and hold them down. ^^
[QUOTE=tr0ubl3mak3r;15029041]Woot! Update: Updated SVN, Hydro's and Sliders might be fixed (haven't tested) , but winches aren't. They can still target other's props and hold them down. ^^[/QUOTE] Done. I also fixed the same problem with the muscle tool.
Tested with wire hydraulics?
[QUOTE=jonney934;15038089]Tested with wire hydraulics?[/QUOTE] Update again, just fixed it with wire hydraulics + winch.
This just isn't working with Uclip v1.13 It works with PropProtection, but thats old and broken. Any thoughts?
In the last ~month or so, my server has started giving all connecting clients "Buffer overflow in net messege" crashes whenever they connected to particular maps (gm_mobenix_v3_final, rp_cscdesert_v2-1, rp_omgcity_night, and many others), yet never for gm_excess_construct or gm_construct. I spent the last two hours rebuilding the server an addon at a time, and traced it without a doubt to SPP. This was on an entirely blank server other than a few very lightweight addons (I'll test it later without those even), so I don't believe it could've been my setup. Maybe I just picked unlucky maps, could anyone test those? I would assume this is to do with setting props to be world props, and certain maps having weird/buggy entities. I read buffer overflow would likely be caused by sending too many usermesseges, could SPP be doing that?
[QUOTE=zzorange;15493723]In the last ~month or so, my server has started giving all connecting clients "Buffer overflow in net messege" crashes whenever they connected to particular maps (gm_mobenix_v3_final, rp_cscdesert_v2-1, rp_omgcity_night, and many others), yet never for gm_excess_construct or gm_construct. I spent the last two hours rebuilding the server an addon at a time, and traced it without a doubt to SPP. This was on an entirely blank server other than a few very lightweight addons (I'll test it later without those even), so I don't believe it could've been my setup. Maybe I just picked unlucky maps, could anyone test those? I would assume this is to do with setting props to be world props, and certain maps having weird/buggy entities. I read buffer overflow would likely be caused by sending too many usermesseges, could SPP be doing that?[/QUOTE] It is SPP doing this, SPP sets the NWString "Owner" of EVERY prop in the server to "World" In the SPP in DarkRP it's fixed. I'll tell spacetech how to do it.
Mingebags are still using nailers and wire nailers to attach their stuff to other peoples contraptions and then deleting the whole thing. Can this be fixed?
[QUOTE=zzorange;15493723]In the last ~month or so, my server has started giving all connecting clients "Buffer overflow in net messege" crashes whenever they connected to particular maps (gm_mobenix_v3_final, rp_cscdesert_v2-1, rp_omgcity_night, and many others), yet never for gm_excess_construct or gm_construct. I spent the last two hours rebuilding the server an addon at a time, and traced it without a doubt to SPP. This was on an entirely blank server other than a few very lightweight addons (I'll test it later without those even), so I don't believe it could've been my setup. Maybe I just picked unlucky maps, could anyone test those? I would assume this is to do with setting props to be world props, and certain maps having weird/buggy entities. I read buffer overflow would likely be caused by sending too many usermesseges, could SPP be doing that?[/QUOTE] It's the sandbox gamemode. garry uses so many networked variables, I do it very little compared to him. [QUOTE=DataSchmu;15542635]Mingebags are still using nailers and wire nailers to attach their stuff to other peoples contraptions and then deleting the whole thing. Can this be fixed?[/QUOTE] I thought I fixed that in the latest revision. Are you updated?
edit: nvm
Along with the Buffer overflow, it would seem after a good 20 minutes or so, it completely breaks. No errors or anything, it just stops protecting. A map restart will fix it, but I'm not sure why it's doing this at all. I'll keep staring at console I suppose.
Limiting the world props to 200 (an arbitrary guess) was sufficient to stop all buffer overflows :D. I just changed line 509 to if(!v:IsPlayer() and !v:GetNetworkedString("Owner", false) and WorldEnts < 200) then since you already keep track of how many WorldEnts :D. Skapocalypse, usual generic advice: Redownload; try removing other mods, etc etc. SPP works, unless you can report a console error/reproduce.
Hey ive got this sent that i want to be set ownerless durring the init. How do i do this ? Add self:CPPISetOwnerless( true ) ?
Does this stop people from right click slider/hydraulic your props?
Hey when people make hoverboards they are ownerless untill someone touches it do you know about this and is there a way to temporarily fix it?
Slight problem (unless i've missed something). If you disconnect and rejoin a server your props will be there but you will be unable to access them. This is extremely annoying in Stranded gamemode - for example, if there is a server crash you lose all your progress. Any help?
Ive found another problem. In client menu a few things are missing. On mine all i see is the clear all objects button and the heading buddies list but nothing underneath. i have reinstalled gmod and tried every version of simple prop protection but none of them seem to help or fix this. my mates work but mine doesnt so i can use his things but he cant use mine. any help?
Wire Revision 1521: [E2] e2lib.lua: Made it possible to replace E2Lib functions (like E2Lib.isOwner). This allows prop protection plugins to replace E2's built-in prop protection. Could you make Simple Prop Protection compatible with this? e2lib.lua is found in \wire\lua\entities\gmod_wire_expression2\core
What chinoto forgot to say is that you should use E2Lib.replace_function(funcname, function) to replace those functions. This ensures that the changes is properly propagated to all E2 extensions. Also, make sure you use E2Lib.getOwner to find the owner of a prop, as that is a reliable and is what E2 itself uses.
-snip-
TomyLobo, Spacetech uses, unless he's changed it, prop protect code from a Gmod RFC called CPPI. Tad2020, who contributes to the wire code base (or at least used to), actually uses CPPI in some of his wire contribution (Adv Dupe, etc) See [url]http://www.facepunch.com/showthread.php?t=488410[/url]
that's a very basic interface. It's missing a simple function to determine friendship between two players, for instance. nevertheless, I'll use it. Is there any reference implementation I can test this with? preferably something that doesn't leave it's files everywhere :)
[QUOTE=TomyLobo;16832527]that's a very basic interface. It's missing a simple function to determine friendship between two players, for instance. nevertheless, I'll use it. Is there any reference implementation I can test this with? preferably something that doesn't leave it's files everywhere :)[/QUOTE] What about Player:CPPIGetFriends()? CPPI (afaik) is still implemented by SPP, and is implemented by UPS as well.
ok, i'll try SPP CPPIGetFriends returns a list, when it should just be a binary relationship How about "CPPIIsFriend(Player of, Player friend)"? [editline]11:17PM[/editline] meh your docs are really easy to misunderstand. that "namespace: player" is missed easily...
[QUOTE=TomyLobo;16839354]ok, i'll try SPP CPPIGetFriends returns a list, when it should just be a binary relationship How about "CPPIIsFriend(Player of, Player friend)"? [editline]11:17PM[/editline] meh your docs are really easy to misunderstand. that "namespace: player" is missed easily...[/QUOTE] If you have suggestions on how to improve it, I'd love to hear it. I don't want CPPI to be *mine*, I want it to be something that the community can collaborate on. Only, if you have further comments, you should probably take them to the CPPI thread. :) To SpaceTech: Is there anything you'd like to see changed within CPPI?
[QUOTE=Megiddo;16842012]If you have suggestions on how to improve it, I'd love to hear it. I don't want CPPI to be *mine*, I want it to be something that the community can collaborate on. Only, if you have further comments, you should probably take them to the CPPI thread. :) To SpaceTech: Is there anything you'd like to see changed within CPPI?[/QUOTE] I think what hes trying to say is that he wants a ply:CPPIIsFriend(ply)
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