better ban gun #530
FrostByte-OS
started this conversation in
Ideas
Replies: 3 comments 1 reply
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if one person calls anti cheat it’s probably going to go “that could be bad modder man!!!” and deny it |
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// Token: 0x06002C3C RID: 11324 RVA: 0x000EA878 File Offset: 0x000E8A78
public void SendReport(string susReason, string susId, string susNick)
{
this.suspiciousReason = susReason;
this.suspiciousPlayerId = susId;
this.suspiciousPlayerName = susNick;
this.sendReport = true;
}
// Token: 0x06002C3D RID: 11325 RVA: 0x000EA898 File Offset: 0x000E8A98
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void DispatchReport()
{
if ((this.sendReport || this.testAssault) && this.suspiciousPlayerId != "" && this.reportedPlayers.IndexOf(this.suspiciousPlayerId) == -1)
{
if (this._suspiciousPlayerName.Length > 12)
{
this._suspiciousPlayerName = this._suspiciousPlayerName.Remove(12);
}
this.reportedPlayers.Add(this.suspiciousPlayerId);
this.testAssault = false;
WebFlags flags = new WebFlags(1);
NetEventOptions options = new NetEventOptions
{
TargetActors = GorillaNot.targetActors,
Reciever = NetEventOptions.RecieverTarget.master,
Flags = flags
};
string[] array = new string[this.cachedPlayerList.Length];
int num = 0;
foreach (NetPlayer netPlayer in this.cachedPlayerList)
{
array[num] = netPlayer.UserId;
num++;
}
object[] data = new object[]
{
NetworkSystem.Instance.RoomStringStripped(),
array,
NetworkSystem.Instance.MasterClient.UserId,
this.suspiciousPlayerId,
this.suspiciousPlayerName,
this.suspiciousReason,
NetworkSystemConfig.AppVersion
};
NetworkSystemRaiseEvent.RaiseEvent(8, data, options, true);
if (this.ShouldDisconnectFromRoom())
{
base.StartCoroutine(this.QuitDelay());
}
}
this._sendReport = false;
this._suspiciousPlayerId = "";
this._suspiciousPlayerName = "";
this._suspiciousReason = "";
}
// Token: 0x06002C3E RID: 11326 RVA: 0x000EAA1C File Offset: 0x000E8C1C
private void CheckReports()
{
if (Time.time < this.lastCheck + this.reportCheckCooldown)
{
return;
}
this.lastCheck = Time.time;
try
{
this.logErrorCount = 0;
if (NetworkSystem.Instance.InRoom)
{
this.lastCheck = Time.time;
this.lastServerTimestamp = NetworkSystem.Instance.SimTick;
if (!PhotonNetwork.CurrentRoom.PublishUserId)
{
this.sendReport = true;
this.suspiciousReason = "missing player ids";
this.SetToRoomCreatorIfHere();
this.CloseInvalidRoom();
}
if (this.cachedPlayerList.Length > (int)RoomSystem.GetRoomSize(PhotonNetworkController.Instance.currentGameType))
{
this.sendReport = true;
this.suspiciousReason = "too many players";
this.SetToRoomCreatorIfHere();
this.CloseInvalidRoom();
}
if (this.currentMasterClient != NetworkSystem.Instance.MasterClient || this.LowestActorNumber() != NetworkSystem.Instance.MasterClient.ActorNumber)
{
foreach (NetPlayer netPlayer in this.cachedPlayerList)
{
if (this.currentMasterClient == netPlayer)
{
this.sendReport = true;
this.suspiciousReason = "room host force changed";
this.suspiciousPlayerId = NetworkSystem.Instance.MasterClient.UserId;
this.suspiciousPlayerName = NetworkSystem.Instance.MasterClient.NickName;
}
}
this.currentMasterClient = NetworkSystem.Instance.MasterClient;
}
this.RefreshRPCs();
this.DispatchReport();
}
}
catch
{
}
}i dont think it denies anything |
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ss code. on cs it will let it go through, but on the server it checks if it's real. |
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so the way the current one works is pretty fine, however i think this method is more efficient
calling
GorillaNot is the games anti cheat
feel free to discuss your thoughts and opinions!
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