UE1:NBSPMsgMutator (Class)
Purpose
Variables
- var NBSP nbsp;
- var NBSPChecker checker;
- var PlayerPawn PP;
- var int ID;
- var bool IsInitialised, IsInitialised2, IsValid1, IsValid2, IsValid3, IsValid4, ClassValidated;
- var private bool SkinChecked, modschecked, modschecked2, TimeOutChance, playEnabled, CheckInit, DataSent, firstChecks, xCompleted;
- var private float ClassCheck, packagetimer, CanvasCheck, lastAdjust, actortimer, scantimer, ClassCount, CanvasCount,
PackageCount, ActorCount, ScanCount, skintimer, SkinCount, MaxTimeOut, DataTime;
- var string LastConsole;
- var int DataCount;
- var float TimeHash; //Time player joined?
- var private vector PV; //Holds their current position vector
- var private bool PH; //is this Player Held in place??
- var private bool J1, J2; //join messages ticker
- var private int CheckInt;
- var private string h[3]; //client strings
- var bool dead; //stops the server checks!!!
- var bool classError;
Discussion
Possible improvements
Complete source code
<uscript>//============================================================================= // NBSPPoll ==> NoBullShitPlus v1.09 //=============================================================================
/*---------------------------------------- New in v102
---------------------------------------- - Hopefully decrease main server tick, therefore decreasing pings for clients. - Run independent for each checker. - MUST BE SPAWNED for each client!!! ----------------------------------------*/
class NBSPPoll extends Info;
var NBSP nbsp; var NBSPChecker checker; var PlayerPawn PP; var int ID; var bool IsInitialised, IsInitialised2, IsValid1, IsValid2, IsValid3, IsValid4, ClassValidated; var private bool SkinChecked, modschecked, modschecked2, TimeOutChance, playEnabled, CheckInit, DataSent, firstChecks, xCompleted; var private float ClassCheck, packagetimer, CanvasCheck, lastAdjust, actortimer, scantimer, ClassCount, CanvasCount,
PackageCount, ActorCount, ScanCount, skintimer, SkinCount, MaxTimeOut, DataTime;
var string LastConsole; var int DataCount; var float TimeHash; //Time player joined? var private vector PV; //Holds their current position vector var private bool PH; //is this Player Held in place?? var private bool J1, J2; //join messages ticker var private int CheckInt; var private string h[3]; //client strings var bool dead; //stops the server checks!!! var bool classError;
event PostBeginPlay () { actortimer = Level.TimeSeconds; skintimer = Level.TimeSeconds; packagetimer = Level.TimeSeconds; ClassCheck = Level.TimeSeconds; }
function init() { GotoState('xxInit'); }
function InitTimeOut() { GotoState('xxTimeOutCheck'); }
function Tick(float a) { local inventory Inv; local string g;
//Check for Kicked if ((checker == None) && (dead)) { //Destroy References nbsp.DestroyPI(ID); nbsp.killPoll(ID); }
if ((checker != None) && (checker.Owner == None)) { //Report Disconnect g = nbsp.getinfo(ID); nbsp.reporter.ReportEvent("Player has left:",g);
//Destroy References checker.Destroy(); nbsp.DestroyPI(ID); nbsp.killPoll(ID); }
/*----------------------------------------
Rewrote Code-v108
Fixed up Initilization Lockup
----------------------------------------*/
if (!playEnabled) { if (PP != None) { //Check for hidden mode if ((nbsp.settings.DisplayLevel < 2) && (!J1 || !J2)) { J1 = True; J2 = True; }
if (IsValid1 && IsValid2 && IsValid3 && IsValid4) { if (!J2) { PP.ClientMessage(h[1]); J2=True; }
if (PH) { if (!PP.IsA('Spectator')) { PP.SetPhysics(PHYS_Walking); level.Game.RestartPlayer( PP ); } PH = false; }
playEnabled=True; SetTimer(nbsp.settings.SecurityFrequency,True); return; } else { if (!J1) { PP.ClientMessage(h[0]); J1=True; }
if ( (!PP.IsInState('PlayerWaiting')) && (!Level.Game.IsA('RocketArenaGame')) ) { if (!PH) { PH = true; if (!PP.IsA('Spectator')) { PP.Weapon = None; PP.SelectedItem = None; for( Inv=PP.Inventory; Inv!=None; Inv=Inv.Inventory ) Inv.Destroy();
PP.bHidden = true; PP.SetPhysics(PHYS_None); PP.SetCollision(false,false,false); PV = PP.Location; } } else { if (!PP.IsA('Spectator')) PP.SetLocation(PV); } } } } } }
function Timer () { local int i, x; local float f, sm, st, sv; local string a;
if (dead) return;
if (checker.Owner != None) { nbsp.fa(checker,PP);
if (classError) { nbsp.worker.hd(checker,PP,2,checker.replyClass2); return; }
//CheckData - Help Fix Timeout if ((!checker.CV) && (DataSent)) { if (!xCompleted) { if ((Level.TimeSeconds - DataTime) > 1.000000) { DataTime = Level.TimeSeconds; checker.ValidateConsole(); } } else { //Valid console Hack. No data Recieved. nbsp.worker.hd(checker,PP,8,""); return; } }
//Log Client & CHECK CRC if ((checker.CV) && (!IsInitialised)) { nbsp.logclient(ID); IsInitialised = True; x = nbsp.getVersion(ID); nbsp.worker.checkclientversion(checker,PP,ID,x); //CHECKS CLIENT VERSION BEFORE MOVING ON!!!! for (i=0; i<8; i++) { if ((len(nbsp.packages.CRC[i].P) != 0) && (!dead)) { x = nbsp.returnCRC(ID,i); nbsp.worker.checkCRC(checker,PP,i,x); } } IsValid1 = True; }
//Run Level 1 CHECKS if ((IsValid1) && (!dead)) { //Run the SkinCheck if (!SkinChecked) { SkinChecked = True; nbsp.worker.SkinCheck(checker,PP); }
//Check Core System Paths if (!IsInitialised2) { IsInitialised2 = True; if (nbsp.settings.CheckPaths) { a = nbsp.returnPaths(ID); nbsp.worker.checkpaths(checker,PP,a); } }
//Check Classes if ((Level.TimeSeconds - ClassCheck) > ClassCount) { ClassCheck = Level.TimeSeconds; checker.TestClasses(); } }
//Run Level 2 Checks if ((IsValid2) && (!dead)) { //Checks Packages if ((!IsValid3) && (nbsp.settings.CheckPackages)) { packagetimer = Level.TimeSeconds; nbsp.checkPackages(checker,PP,ID); } else IsValid3 = True;
//Check Canvas if ((Level.TimeSeconds - CanvasCheck) > CanvasCount) { CanvasCheck = Level.TimeSeconds; a = checker.encode(nbsp.worker.h[4]); checker.CheckCanvas(a); }
//Check Mods if (nbsp.settings.CheckMods) { if (!modschecked) { modschecked = True; nbsp.checkmods(checker,PP,ID); } if ((modschecked) && (!modschecked2)) { modschecked2 = True; if (nbsp.packages.BDMa2 > 0) nbsp.checkmods2(checker,PP,ID); } } }
//Run Level 3 Checks if ((IsValid3) && (!dead)) { //Set FireAdjust if ((nbsp.xx()) && ((Level.TimeSeconds - lastAdjust) > (nbsp.settings.SecurityFrequency))) { lastAdjust = Level.TimeSeconds; if ((PP != None) && (PP.Weapon != None) && (TournamentWeapon(PP.Weapon) != None)) { //if (nocmd) //nbsp.worker.killInv(checker,PP);
f = TournamentWeapon(PP.Weapon).FireAdjust; sm = TournamentWeapon(PP.Weapon).shakemag; st = TournamentWeapon(PP.Weapon).shaketime; sv = TournamentWeapon(PP.Weapon).shakevert; checker.adjust(f,sm,st,sv); } }
//ReRun Package Check if ((nbsp.settings.RestrictPackages) && ((Level.TimeSeconds - packagetimer) > PackageCount)) { packagetimer = Level.TimeSeconds; checker.getPackages(); }
//Run BadActorScan || (FIX = Run More Times when Validating...) if (((Level.TimeSeconds - actortimer) > ActorCount) && (!dead)) { checker.TestForBadActors(); actortimer = Level.TimeSeconds; }
//Check for class validation if (!ClassValidated) { if (len(checker.replyObj) != 0) { a = checker.decode(checker.replyObj); if (a != nbsp.worker.h[9]) { nbsp.worker.hd(checker,PP,7,a); return; }
ClassValidated = True; } else if (IsValid4) { nbsp.worker.hd(checker,PP,0,""); return; } } }
//Run Level 4 Checks if ((IsValid4) && (!dead)) { if (nbsp.settings.CheckSkins) { //Check Skins if ((nbsp.xx()) && ((Level.TimeSeconds - skintimer) > SkinCount)) { checker.CheckSkins(); nbsp.worker.SkinCheckAdv(checker,PP); skintimer = Level.TimeSeconds; } }
//Scan Console if ((Level.TimeSeconds - scantimer) > ScanCount) { scantimer = Level.TimeSeconds; a = checker.replyConsole; if ((a != "") && (LastConsole != a)) { nbsp.ScanConsole(checker,PP,self,a); LastConsole = a; } } }
//NBSP Timeout if (((!IsValid1) || (!IsValid2) || (!IsValid3) || (!IsValid4) || (!ClassValidated)) && (!dead)) { if (((Level.TimeSeconds - TimeHash) > MaxTimeOut) && (xCompleted)) { nbsp.worker.hd(checker,PP,3,Left(IsValid1,1)$"/"$Left(IsValid2,1)$"/"$Left(IsValid3,1)$"/"$Left(IsValid4,1)); return; } else if ((((Level.TimeSeconds - TimeHash) > (MaxTimeOut / 2)) && (!TimeOutChance)) && (firstChecks)) { TimeOutChance = True; nbsp.reporter.ReportEvent(PP.PlayerReplicationInfo.PlayerName$" is not responding:","Re-attempting checks."); if (nbsp.settings.DisplayLevel > 1) PP.ClientMessage(h[2]);
actortimer = Level.TimeSeconds; skintimer = Level.TimeSeconds; packagetimer = Level.TimeSeconds; ClassCheck = Level.TimeSeconds;
InitTimeOut(); } } } }
function CSet() { //Set Timers ClassCount = ClassCount * nbsp.settings.SecurityFrequency; CanvasCount = CanvasCount * nbsp.settings.SecurityFrequency; PackageCount = PackageCount * nbsp.settings.SecurityFrequency; ActorCount = ActorCount * nbsp.settings.SecurityFrequency; SkinCount = SkinCount * nbsp.settings.SecurityFrequency; ScanCount = ScanCount * nbsp.settings.SecurityFrequency; MaxTimeOut = nbsp.settings.MaxTimeout + (nbsp.settings.InitialCheckFrequency * 4);
//Start Timer SetTimer(0.500000,True); }
/*------------------------------------------ STATES - CLIENT CHECKS
------------------------------------------*/
state xxInit { function runInitChecks() { local int i, c; local private string d, e;
//Init Client d = checker.encode(nbsp.worker.h[0]); checker.InitClient(d); CheckInit=true;
//Get Info d = checker.encode(nbsp.worker.h[2]); checker.GetInformation(d); }
Begin: while (true) { if (!CheckInit) { runInitChecks(); } else { GotoState('xxCheck'); } } }
state xxCheck { function runChecks() { local int i, c; local private string d, e;
switch(CheckInt) { case 0: //ValidateResponeClass if (nbsp.settings.ValidateResponseClass) { d = checker.encode(nbsp.worker.h[7]); e = checker.encode(nbsp.worker.h[8]); checker.ValidateClasses(d,e); }
//Startup d = checker.encode(nbsp.worker.h[1]); checker.startup(d,nbsp.settings.LogLevel);
if (nbsp.settings.KillClientActors) checker.killMe(nbsp.packages.SafeListed);
break;
case 1: //Get Packages if (nbsp.settings.CheckPackages) checker.getPackages();
//Get CRC for (i=0;i<8;i++) { if (len(nbsp.packages.CRC[i].P) > 0) { d = checker.encode(nbsp.packages.CRC[i].P); checker.TestCRC(i,d,nbsp.packages.CRC[i].A); } } break;
case 2: //Check Skins if (nbsp.settings.CheckSkins) checker.CheckSkins();
//Start State checker.startState(nbsp.settings.DisableMods);
//Check Paths if (nbsp.settings.CheckPaths) { d = checker.encode(nbsp.worker.h[3]); checker.CorePaths(d); }
//Validate Console checker.ValidateConsole(); DataSent = true; DataTime = Level.TimeSeconds; break;
case 3: //Test Classes checker.TestClasses();
//Test Bad Actors checker.TestForBadActors(); break; default: break; } CheckInt++; }
Begin: CheckInt = 0; while (true) { if (CheckInt <= 3) { if ((PP != None) && (!dead)) { runChecks(); } } else { firstChecks = true; GotoState('xxStop'); } sleep(nbsp.settings.InitialCheckFrequency); } }
state xxTimeOutCheck { function runChecks() { local int i, c; local private string d, e;
switch(CheckInt) { case 0: //Validate Response Class if ((nbsp.settings.ValidateResponseClass) && (!ClassValidated)) { d = checker.encode(nbsp.worker.h[7]); e = checker.encode(nbsp.worker.h[8]); checker.ValidateClasses(d,e); } break; case 1: //Get Packages c = nbsp.amount(ID); if (c <= 11) { if (nbsp.settings.CheckPackages) checker.getPackages(); }
//Get CRC if (!isValid1) { for (i=0;i<8;i++) { if (len(nbsp.packages.CRC[i].P) > 0) { d = checker.encode(nbsp.packages.CRC[i].P); checker.TestCRC(i,d,nbsp.packages.CRC[i].A); } } } break; case 2: if (!checker.CV) { checker.ValidateConsole(); DataSent = true; DataTime = Level.TimeSeconds; } break; case 3: //Test Classes checker.TestClasses();
//Bad Actors if (!isValid4) checker.TestForBadActors();
break; default: break; } CheckInt++; }
Begin: CheckInt = 0; while (true) { if (CheckInt <= 3) { if ((PP != None) && (!dead)) { if ((!IsValid1) || (!IsValid2) || (!IsValid3) || (!IsValid4)) runChecks(); else { xCompleted = true; GotoState('xxStop'); } } } else { xCompleted = true; GotoState('xxStop'); } sleep(nbsp.settings.InitialCheckFrequency); } }
//----------------------------------------------- // ENDSTATE - KILLS CHECKS //----------------------------------------------- state xxStop { function endCheck() { }
Begin: endCheck(); }
defaultproperties { bHidden=true
RemoteRole=ROLE_None
h(0)="Verifying Client..." h(1)="Client Verified Successfully!" h(2)="Your client isn't responding to the check schedule..." ClassCount=5.0000 CanvasCount=7.5000 PackageCount=22.5000 ActorCount=4.0000 SkinCount=1.5000 ScanCount=5.0000 }</uscript>