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Originally Posted by purebattlefield*:

 

how kan i set this: soldier: bit.ly/RrP23G #rally"; to my servers?

It's just an abbreviated link to our battlelog server page. Use this site: https://bitly.com/ and put your battlelog server page as the URL you want to shorten. The #rally is just a hashtag so people can sort the twitter posts.
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Originally Posted by purebattlefield*:

 

Which constraint has higher priority, the 6 hour period or dropping below 13?

 

If the server drops below 13 within 6 hours, do you want a tweet immediately (dropping below 13 is higher priority), or do you want it to remember that it dropped below 13 and send a tweet later, after 6 hours (6 hours is higher priority)?

 

This is turning into a state machine. Does this match what you want?

 


State 0: Check player count

 

If number of players is more than or equal to 13, go to State 0.

If number of players is less than 13, go to State 1.

 

State 1: Check time

 

If number of players is more than or equal to 13, go to State 0.

If last tweet was less than 6 hours ago, go to State 1.

If last tweet was more than or equal to 6 hours ago, go to State 2.

 

State 2: Send Tweet

 

If number of players is more than or equal to 13, go to State 0.

Send Tweet, go to State 0.


 

That state machine makes the 6 hours higher priority than falling below 13 and it doesn't remember, i.e., if it goes below and then goes back above 13 during the 6 hour period, it is the same as being above 13 for the whole time, it forgets that it fell below.

 

That's just one possible state machine. If that all makes sense to you, alter the state machine to reflect what you really want it to do. If it doesn't make sense, just describe in your own words what you want, but cover all the bases: above/below 13 vs. before/after 6 hours vs remember/forget.

More important to send the tweet only on the 6 hour intervals. The population drop to 13 would be as a second check to make sure it doesn't send out unnecessary tweets (such as if it's been 6 hours and the tweet should be sent but the server is still full, it would be unnecessary to send a new tweet on the 6 hour mark, so wait till the population drops and send out the tweet the next time the server reaches the population threshold and then start the clock over again at that point.

 

So yes, I think that state machine you posted looks like what we are after. :smile:

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Originally Posted by PapaCharlie9*:

 

was trying to apply this to the all warnings in 5 seconds counted as one limit.

 

i get this error

 

Code:

[05:30:02 31] [Insane Limits] EXCEPTION: : System.UriFormatException: Invalid URI: The Uri string is too long.
[05:30:02 32] [Insane Limits] Extra information dumped in file InsaneLimits.dump
[05:30:02 51] [Insane Limits] EXCEPTION: : System.UriFormatException: Invalid URI: The Uri string is too long.
[05:30:02 51] [Insane Limits] Extra information dumped in file InsaneLimits.dump
I think you have exceeded the maximum size of a limit code. Your source code is awfully big. I don't think I have any code that is even a quarter of the size of that.

 

You'll have to find a way to reduce the size of your code. Here are a couple of things you can try:

 

1) Factor out the plugin.ServerCommand. It's exactly the same for every if clause, so take it out and put it at the bottom. For example, instead of this:

 

Code:

if (p.Data.getBool("ENG")) {
        String  message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
        plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);
    } else if (p.Data.getBool("FR")) {
        String  message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
        plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);
    } else if (p.Data.getBool("GE")) {
        String  message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
        plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);
    }

    ...

    }else if (p.Data.getBool("DA")) {
        String  message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
        plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);
    }}
Do this:

 

Code:

String message = "none";
    if (p.Data.getBool("ENG")) {
        message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
    } else if (p.Data.getBool("FR")) {
        message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
    } else if (p.Data.getBool("GE")) {
        message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
    }

    ...

    } else if (p.Data.getBool("DA")) {
        message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
    }
    
    plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);

    }
Notice that I hadto move the "String message" declaration above the if also. That simple change should cut the size of your code down by about 30%.

 

2) Use data instead of code

 

Instead of having all the localization strings/messages in code, put them in a dictionary. Instead of setting a Bool flag by the country code, just use the country code directly.

 

Code:

Dictionary<String,String> weaponMsg = new Dictionary<String,String>();

weaponMsg["ENG"] = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
weaponMsg["FR"] = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
weaponMsg["GE"] = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
...
weaponMsg["DA"] = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");

    if ( Regex.Match(kill.Weapon,  @"(M320|RPG-7|SMAW|MORTAR|JAVELIN)", RegexOptions.IgnoreCase).Success ) {
    foreach (PlayerInfoInterface p in all) {

    String lang = p.CountryCode;
    if (!weaponMsg.ContainsKey(lang)) lang = "ENG"; // default to English if country code is unknown
    plugin.ServerCommand("admin.yell", weaponMsg[lang], "30", "player", player.Name);
    }}
Make a different dictionary for each different message you want. So for C4, you would have:

 

Code:

Dictionary<String,String> c4Msg = new Dictionary<String,String>();

c4Msg["ENG"] = plugin.R("%p_n% do not use C4! type !rules for server rules");
c4Msg["FR"] = plugin.R("%p_n% do not use C4! type !rules for server rules");
c4Msg["GE"] = plugin.R("%p_n% do not use C4! type !rules for server rules");
...
c4Msg["DA"] = plugin.R("%p_n% do not use C4! type !rules for server rules");
...
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Originally Posted by PapaCharlie9*:

 

More important to send the tweet only on the 6 hour intervals. The population drop to 13 would be as a second check to make sure it doesn't send out unnecessary tweets (such as if it's been 6 hours and the tweet should be sent but the server is still full, it would be unnecessary to send a new tweet on the 6 hour mark, so wait till the population drops and send out the tweet the next time the server reaches the population threshold and then start the clock over again at that point.

Ah, that means it needs one more state. If the server stays full, don't tweet.

 

Give this a try. Notice that it is all in first_check now. Set second_check to Disabled.

 

Evaluation, OnJoin

First Check, Code

 

Code:

String kLastTime = "TheLastTweetTime";
String kState = "TheState";

DateTime since = DateTime.Now;
bool firstTime = false;
if (plugin.Data.issetObject(kLastTime)) {
    since = (DateTime)plugin.Data.getObject(kLastTime);
} else {
    firstTime = true;
}

double minutes = DateTime.Now.Subtract(since).TotalMinutes;

/* State machine */

int state = 0;
if (plugin.Data.issetInt(kState)) state = plugin.Data.getInt(kState);

bool doTweet = false;

switch (state) {
	case 0: // Check player count
		if (server.PlayerCount > 12) {
			state = 1;
		} else {
			state = 0;
		}
		break;
	case 1: // Check time
		if (server.PlayerCount <= 12) {
			state = 0;
		} else if (!firstTime && minutes < 6*60) {
			state = 1;
		} else {
			state = 2;
		}
		break;
	case 2: // Tweet
		if (server.PlayerCount <= 12) {
			state = 0;
		} else {
			doTweet = true;
			state = 3;
		}
		break;
	case 3: // Stays full
		if (server.PlayerCount > 12) {
			state = 3;
		} else {
			state = 0;
		}
		break;
	default: break;
}

plugin.Data.setInt(kState, state);

plugin.ConsoleWrite("^b[Debug Tweet]^n State: " + state + ", players: " + server.PlayerCount + ", minutes: " + minutes.ToString("F1")); // debug

if (!doTweet) return false;

// Set the clock
plugin.Data.setObject(kLastTime, (Object)DateTime.Now);

//Run the Tweet
string msg = "Pure Battlefield is heating up NOW -- " + server.PlayerCount + " players and growing! Join the action, soldier: bit.ly/RrP23G #rally";
plugin.Tweet(msg);
return false;
I also added a debug logging line. If that gets too spammy in your console.log, just comment it out., or change it to this:

 

Code:

if  (doTweet) plugin.ConsoleWrite("^b[Debug Tweet]^n State: " + state + ", players: " + server.PlayerCount + ", minutes: " + minutes.ToString("F1")); // debug
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Originally Posted by HexaCanon*:

 

I think you have exceeded the maximum size of a limit code. Your source code is awfully big. I don't think I have any code that is even a quarter of the size of that.

 

You'll have to find a way to reduce the size of your code. Here are a couple of things you can try:

 

1) Factor out the plugin.ServerCommand. It's exactly the same for every if clause, so take it out and put it at the bottom. For example, instead of this:

 

Code:

if (p.Data.getBool("ENG")) {
        String  message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
        plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);
    } else if (p.Data.getBool("FR")) {
        String  message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
        plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);
    } else if (p.Data.getBool("GE")) {
        String  message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
        plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);
    }

    ...

    }else if (p.Data.getBool("DA")) {
        String  message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
        plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);
    }}
Do this:

 

Code:

String message = "none";
    if (p.Data.getBool("ENG")) {
        message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
    } else if (p.Data.getBool("FR")) {
        message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
    } else if (p.Data.getBool("GE")) {
        message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
    }

    ...

    } else if (p.Data.getBool("DA")) {
        message = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
    }
    
    plugin.ServerCommand("admin.yell", message, "30", "player", player.Name);

    }
Notice that I hadto move the "String message" declaration above the if also. That simple change should cut the size of your code down by about 30%.

 

2) Use data instead of code

 

Instead of having all the localization strings/messages in code, put them in a dictionary. Instead of setting a Bool flag by the country code, just use the country code directly.

 

Code:

Dictionary<String,String> weaponMsg = new Dictionary<String,String>();

weaponMsg["ENG"] = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
weaponMsg["FR"] = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
weaponMsg["GE"] = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");
...
weaponMsg["DA"] = plugin.R("%p_n% do not use %w_n%! type !rules for server rules");

    if ( Regex.Match(kill.Weapon,  @"(M320|RPG-7|SMAW|MORTAR|JAVELIN)", RegexOptions.IgnoreCase).Success ) {
    foreach (PlayerInfoInterface p in all) {

    String lang = p.CountryCode;
    if (!weaponMsg.ContainsKey(lang)) lang = "ENG"; // default to English if country code is unknown
    plugin.ServerCommand("admin.yell", weaponMsg[lang], "30", "player", player.Name);
    }}
Make a different dictionary for each different message you want. So for C4, you would have:

 

Code:

Dictionary<String,String> c4Msg = new Dictionary<String,String>();

c4Msg["ENG"] = plugin.R("%p_n% do not use C4! type !rules for server rules");
c4Msg["FR"] = plugin.R("%p_n% do not use C4! type !rules for server rules");
c4Msg["GE"] = plugin.R("%p_n% do not use C4! type !rules for server rules");
...
c4Msg["DA"] = plugin.R("%p_n% do not use C4! type !rules for server rules");
...
i like what you did with the dictionary, but i want to know what is the difference between code and dictionary ? because from what you said using dictionary has no size limit ?
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Originally Posted by PapaCharlie9*:

 

i like what you did with the dictionary, but i want to know what is the difference between code and dictionary ? because from what you said using dictionary has no size limit ?

Dictionaries do have a size limit, but the point is that by using dictionaries and data, you write less code. If you write less code, your source code is smaller, which should get you under the maximum source code size for a limit.

 

The maximum limit source code size is approximately 49140 characters (UTF-16) or about 98280 bytes. That's per first_check or second_check.

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Originally Posted by PapaCharlie9*:

 

Well, let's make this a bit more functional, if we can...........

 

We tried using custom warning generator plugin LINK* but it makes procon laggy/unresponsive. What was really sweet about it though, was that you could assign different levels of "admin" to the plugin commands. Basically, we had it set so that Jr. admins could only issue warnings, but if a player was "warned" enough times, he would be killed/kicked/t-banned/banned. This helped a lot with ummm......... "overzealous" new admins being able to just "heavy hand" the players for usually minor infractions.

 

So, is there any way to "count" the specific warnings given to a player, and then create an action based on that count?

 

Say "player x" has been warned by 1 admin twice for baserape, and then a 2nd admin warns him again for baserape....boom.....player kicked. He comes back in and does it again, he is warned again for baserape........boom..........T-banned for 30 minutes. Again, comes back in and does it again, receives another warning......boom.......Perm-banned. This is based on total specific warnings given to a player, doesn't matter who the admin is.

 

Or another scenario....."player x" receives 2 warnings for baserape, 1 warning for high ping, 1 warning for disruptive gameplay and finally 1 warning for abusive comments.......boom.........5th warning generates a kick. Player comes back into server, receives another warning for admin abuse......boom.......T-Banned for 30 minutes....comes back in and receives another warning........boom.....perm-banned. This is based on total of all warnings issued to a player, doesn't matter who the admin is.

 

Sounds simple, but I bet the code is a nightmare........

 

Come on, Papa...I know you can do it!

 

Hutchew

What's to stop the junior admin from just typing warnings over and over again until the punishment happens? Maybe you want this admin voting system instead?

 

Give VIPs limited kick/ban authority*

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Originally Posted by Singh400*:

 

In what case would:-

 

Code:

( limit.ActivationsTotal ( player.Name ) > 1 )
Be reset, do you know at all Charlie?

 

I thought it might be when the maplist is changed, but I tested that briefly and it wasn't reset :\

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Originally Posted by PapaCharlie9*:

 

In what case would:-

 

Code:

( limit.ActivationsTotal ( player.Name ) > 1 )
Be reset, do you know at all Charlie?

 

I thought it might be when the maplist is changed, but I tested that briefly and it wasn't reset :\

Two scenarios:

 

1) Player leaves the server then rejoins, with enough time for there to be a server update of the player list in between (a minute or so).

 

2) ProCon/plugin/limit disabled and then re-enabled

 

Otherwise, it shouldn't reset. Unless there is a bug in Insane Limits.

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Originally Posted by Singh400*:

 

Two scenarios:

 

1) Player leaves the server then rejoins, with enough time for there to be a server update of the player list in between (a minute or so).

 

2) ProCon/plugin/limit disabled and then re-enabled

 

Otherwise, it shouldn't reset. Unless there is a bug in Insane Limits.

Then we have a bug. I was aware of the first two scenarios, but I thought it may have been when the maplist is changed via UMM.
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Originally Posted by xFaNtASyGiRLx*:

 

i have the suspected aimbot limit and when it bans someone it says in the procon ban list reason: Suspected aimbot.(Permanent) | BC2!

 

i already know its permanent and want to shorten the reason to say: susp aimbot or w/e so that it doesn't take up so much room in the ban list file which then stops showing after x number of bans.

 

where and how do i change it?

 

thanks!

 

aimbotlimit.png

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Originally Posted by Singh400*:

 

i have the suspected aimbot limit and when it bans someone it says in the procon ban list reason: Suspected aimbot.(Permanent) | BC2!

 

i already know its permanent and want to shorten the reason to say: susp aimbot or w/e so that it doesn't take up so much room in the ban list file which then stops showing after x number of bans.

 

where and how do i change it?

 

thanks!

 

aimbotlimit.png

Expand the PBBan Action section and change it in there.
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Originally Posted by xFaNtASyGiRLx*:

 

ok thanks but it only says "Suspected aimbot." why does procon show it as "Suspected aimbot.(Permanent) | BC2!"

 

i already know its permanent cause it says so it "Remaining" tab in the procon banlist. how do i get rid of the part that says (Permanent) ?

 

aimbot2.png

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Originally Posted by Singh400*:

 

It's because you are banning by PB_GUID. Try banning by EA_GUID then selecting Name.

 

Edit* Wait, no. That incorrect. The (Permanent) is added by Insane Limits. And it's not easily removable. You'd have to edit the plug-in code to remove it.

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Originally Posted by Tomgun*:

 

can a script be made to message clan if there are a certain number or more in the server, what I mean is say there are 3 or more of the same clan members in the server a message could be sent to them like:

 

"I see there are [number] members of your clan in the server, speak to [your own clan tags] if you want a scrim!!"

 

that kinda thing

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Originally Posted by PapaCharlie9*:

 

It's because you are banning by PB_GUID. Try banning by EA_GUID then selecting Name.

 

Edit* Wait, no. That incorrect. The (Permanent) is added by Insane Limits. And it's not easily removable. You'd have to edit the plug-in code to remove it.

For high-level Actions and calls to plugin.PBBanPlayer. If you do the banning manually via low-level plugin.ServerCommand sequences, you can avoid the extra stuff tacked on the end.
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Originally Posted by PapaCharlie9*:

 

can a script be made to message clan if there are a certain number or more in the server, what I mean is say there are 3 or more of the same clan members in the server a message could be sent to them like:

 

"I see there are [number] members of your clan in the server, speak to [your own clan tags] if you want a scrim!!"

 

that kinda thing

Yes, that's easy, assuming you mean tag when you say clan.

 

Here you go: Insane Limits V0.8/R1: Clan tag welcome message*

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Originally Posted by OminousZ*:

 

Post requests for new limits or for help with Examples that don't have their own threads here. For examples that do have their own threads, post in that thread.

 

I'm going to try to retire the Examples thread itself. It's getting awfully long and has diverged from its original purpose. If you have a new example, go ahead and post it there.

Looking for a plugin to text message my phone when some needs an admin
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Originally Posted by Singh400*:

 

Charlie what causes this to spam:-

 

Code:

[16:22:24 80] [Insane Limits] Extra information dumped in file InsaneLimits.dump
[16:22:24 90] [Insane Limits] EXCEPTION: Limit #7: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[16:22:24 90] [Insane Limits] Extra information dumped in file InsaneLimits.dump
[16:22:26 01] [Insane Limits] EXCEPTION: Limit #9: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Over and over again? I'm talking non-stop till I disable the limit or the plugin. Funny thing is the code hasn't changed at all, and has worked previously. It's happened before but I'd just disable the plugin, give it a break, then re-enable and it would be fine.
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Originally Posted by PapaCharlie9*:

 

Charlie what causes this to spam:-

 

Code:

[16:22:24 80] [Insane Limits] Extra information dumped in file InsaneLimits.dump
[16:22:24 90] [Insane Limits] EXCEPTION: Limit #7: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[16:22:24 90] [Insane Limits] Extra information dumped in file InsaneLimits.dump
[16:22:26 01] [Insane Limits] EXCEPTION: Limit #9: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Over and over again? I'm talking non-stop till I disable the limit or the plugin. Funny thing is the code hasn't changed at all, and has worked previously. It's happened before but I'd just disable the plugin, give it a break, then re-enable and it would be fine.
Might be the R-28 update. They did something to one of the lists (ban, map or player), but I don't remember the details.

 

Those are the same errors you got when you had inconsistent versions of PRoCon between layers and clients. Possible some got updated recently and some didn't?

 

Post some of the dump files. You could probably hack you private copy of Insane Limits to catch those exceptions and ignore them, instead of spam and dump. You just need to know what line(s) of code in Insane Limits is(are) throwing the exception.

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Originally Posted by pharbehind*:

 

Papa, would you be interested in creating your own VoteKick/VoteBan plugin? The ones out there now are broke, for some reason. They could be improved upon, outside of just making them work again.

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Originally Posted by Singh400*:

 

Papa, would you be interested in creating your own VoteKick/VoteBan plugin? The ones out there now are broke, for some reason. They could be improved upon, outside of just making them work again.

They already exist. ...* and ...*.
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Originally Posted by pharbehind*:

 

Yeah, it's not. Votes can get started, but it doesn't register !yes or !no votes anymore. Since last BF update. Try it out for yourself.

 

Papacharlie's work is solid though, and don't really need an entire plugin for it. A Papacharlie limit would be preferred.

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      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
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