I'm a doctor, not a mechanic
UE1:NBSPMsgMutator (Class)
From Unreal Wiki, The Unreal Engine Documentation Site
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
//============================================================================= // 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 }