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On-Spawn Loadout Enforcer for Infantry/Vehicles - AdKatsLRT


ColColonCleaner

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Originally Posted by Fonta*:

 

I see.

 

Is there a way to set it up, so that you can per example take c4 with you, but when you make a kill with it, your loadout will be enforced?

So players can take it with them and won't get killed for having it on them, but when they use it once, they are enforced to remove it from their loadout and they can't carry it anymore.

 

This way I can set primary weapons to always be disallowed in your loadout but gadgets only when you actually use them.

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Originally Posted by ColColonCleaner*:

 

I see.

 

Is there a way to set it up, so that you can per example take c4 with you, but when you make a kill with it, your loadout will be enforced?

So players can take it with them and won't get killed for having it on them, but when they use it once, they are enforced to remove it from their loadout and they can't carry it anymore.

 

This way I can set primary weapons to always be disallowed in your loadout but gadgets only when you actually use them.

Yes, that's what trigger enforcement is for. Set up your autoadmin to /mark the players using C4, and set C4 to trigger enforcement.
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Originally Posted by ColColonCleaner*:

 

How should I set up my autoadmin to mark players?

Guess that should be done in ProconRulz right?

Yeah, have your autoadmin send a hidden admin say "/mark playername reason" if they use weapons you want under trigger enforcement.
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Originally Posted by Fonta*:

 

Done. Working great.

I couldn't add an reason though. It says invalid parameters, unable to submit.

Doesnt matter it i use /mark playername oneword ot /mark playername two words.

 

Now i have a request for 3 little features.

An option to unmark an player. Like /unmark %playername%

And another option to disable the notification to the admins.

Also when you are marked, and you have something wrong in your loadout, you get to see a yell but you get killed immediately after it and the yell dissapears.

I think that it would be nice to have an option to sent the yell again after the admin kill so it's visible in the spawnscreen.

The message is also in the chat, but not everyone has the chat active.

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  • 2 weeks later...

Originally Posted by Fonta*:

 

It's a great plugin, but on our server it makes a lot of kiddos cry. Not really something we can use just after moving the server to another GSP and not being able to move the serverid.dat.

So we use it really lightly on just a few of the many weapon.

 

@CCC how can we make the tell longer? 5 seconds seems to be to short.

And how about my other last message?

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Originally Posted by ColColonCleaner*:

 

It's a great plugin, but on our server it makes a lot of kiddos cry. Not really something we can use just after moving the server to another GSP and not being able to move the serverid.dat.

So we use it really lightly on just a few of the many weapon.

 

@CCC how can we make the tell longer? 5 seconds seems to be to short.

And how about my other last message?

True, good to keep it light for new installs and new servers.

 

I'm completely swamped for dev work right now, so new features are on hold until that lifts.

 

2.0.2.0 changes the tell to 7 seconds.

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Originally Posted by ColColonCleaner*:

 

interested in it but we don't run a procon layer server, can it work with out the layer

You can run procon on your own machine if it's always on and connected, otherwise you'll need a layer.

 

Procon layers are really cheap, I'd suggest Branzone. https://www.branzone.com/Procon-Layer/

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Originally Posted by Subman_9*:

 

I feel like AdkatsLRT is not enforcing loadout sometimes, and some player already reported it to me. Here's my settings:

- procon layer server on Ubuntu 14.04

- AdkatsLRT version 2.0.1.9

- loadout are enforced only on Operation Locker

- adkatslrt debug level: 1

 

Here are the procon logs:

Code:

$cat 20150402_events.log | grep -i LevelLoaded | tail -2
Map     04/02/2015 18:36:55             LevelLoaded     ConquestLarge0 MP_Prison
Map     04/02/2015 19:00:36             LevelLoaded     ConquestLarge0 MP_Naval
$cat events2.log | grep -i Airburst
Playerlist      04/02/2015 18:53:14             PlayerKilled    klemkas killed depo1979 [XM25 Airburst]
Playerlist      04/02/2015 18:53:23             PlayerKilled    klemkas killed BOOMBABY-DrkWind [XM25 Airburst]
Playerlist      04/02/2015 18:58:14             PlayerKilled    klemkas killed lizardkubix [XM25 Airburst]
$ grep AdKatsLRT 20150402_plugin.log | tail -20
[18:47:33] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] DGR07707294IF12 SPAWN KILLED for invalid loadout.
[18:47:41] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] Hooligan5523 SPAWN KILLED for invalid loadout.
[18:47:49] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] orszul321 SPAWN KILLED for invalid loadout.
[18:48:34] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] kaffecrash JOIN KILLED for invalid loadout.
[18:49:15] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] Rasty921 SPAWN KILLED for invalid loadout.
[18:49:58] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] N3kroskop SPAWN KILLED for invalid loadout.
[18:50:22] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] Hors-Box JOIN KILLED for invalid loadout.
[18:50:32] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] CrowdEx JOIN KILLED for invalid loadout.
[18:51:09] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] kaffecrash SPAWN KILLED for invalid loadout.
[18:52:39] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] michaladam72 SPAWN KILLED for invalid loadout.
[18:52:41] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] sTOPiT75 SPAWN KILLED for invalid loadout.
[18:54:13] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] Hors-Box SPAWN KILLED for invalid loadout.
[18:54:40] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] Hooligan5523 SPAWN KILLED for invalid loadout.
[18:55:03] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] artxyzz JOIN KILLED for invalid loadout.
[18:55:45] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] krigsoffer SPAWN KILLED for invalid loadout.
[18:56:40] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] ZanTheBoss918 SPAWN KILLED for invalid loadout.
[18:58:05] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] egeylmaz1 SPAWN KILLED for invalid loadout.
[18:58:11] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] N3kroskop SPAWN KILLED for invalid loadout.
[18:59:24] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] oOproofOo SPAWN KILLED for invalid loadout.
[18:59:44] [AdKatsLRT] [1-ProcessingThreadLoop-SpawnProcessing47] dreamt007 JOIN KILLED for invalid loadout.
Procon settings:

http://i.imgur.com/ItP8APK.png

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Originally Posted by areBen*:

 

Not to speak for CCC - but at present it is a lot more challenging to grab ACTIVE loadouts. (i.e., It's easy enough to figure out and grab player loadouts - but not to determine which one is actively being used by the player.)

I wonder if CCC has any input or has looked at the feasibility of this yet. I'd be happy to collaborate, but it is hard since I do not have rcon to a single BFHL server. I'm working and testing from the "outside" of the RCON protocol and wonder what useful bits there might be from RCON events. (The server documentation leads me to believe there is absolutely NO useful information to be garnered.)

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Originally Posted by ColColonCleaner*:

 

Not to speak for CCC - but at present it is a lot more challenging to grab ACTIVE loadouts. (i.e., It's easy enough to figure out and grab player loadouts - but not to determine which one is actively being used by the player.)

I wonder if CCC has any input or has looked at the feasibility of this yet. I'd be happy to collaborate, but it is hard since I do not have rcon to a single BFHL server. I'm working and testing from the "outside" of the RCON protocol and wonder what useful bits there might be from RCON events. (The server documentation leads me to believe there is absolutely NO useful information to be garnered.)

Are you talking about getting active loadout for hardline or BF4? With BF4 it's easy to get the active class, but I haven't looked deeply into the hardline REST services for loadouts yet.

 

If you are talking about the active selected loadout (of the 4 available for each class) then i understand the problem, it might need some looking at.

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Originally Posted by Subman_9*:

 

It seems that sometimes there are too many players in the queue to process all loadout. I've turned on the Adkatslrt debug to 5 and here are the worst "dequeued" cases on one map (Operation Locker with 64 players) - I mean the time that is measured on this entry:

Code:

[21:31:53] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing47] TamboWckiY-WolF dequeued [1->0] after 7.97s
Code:
$ $ cat 20150403_plugin.log | grep dequeu | awk '{print $8}' | sort -n | tail -20
28.59s
28.85s
28.93s
28.98s
29.4s
30.05s
30.1s
30.23s
30.52s
30.61s
30.78s
31.37s
31.42s
31.65s
31.96s
32.57s
34.95s
36.24s
36.45s
39.38s
I'm posting it, because there are situation, when some player is not immediately killed and there are sometimes cases when somebody will kill enemy with a forbidden weapon. Maybe you should kill player on kill event with a forbidded weapon ? Or maybe you should first check players on the queue that had a bad weapon loadout last time ?
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Originally Posted by areBen*:

 

Are you talking about getting active loadout for hardline or BF4? With BF4 it's easy to get the active class, but I haven't looked deeply into the hardline REST services for loadouts yet.

 

If you are talking about the active selected loadout (of the 4 available for each class) then i understand the problem, it might need some looking at.

Well they've complicated it by making 4 presets per team (cop/robber) per class. I have working code which already addresses that fairly easily. The difficulty is that Battlelog does not get updated when classes are changed in game (e.g., operator to enforcer, etc.). Once I have a look at the rcon layer I hope that something there can help; the server documentation leads me to believe not... I hope that clarifies.

 

Disclaimer: CCC is the only developer of AdKats LRT and is the only publicly available plugin for loadout enforcement via PRoCon. My work is private and will not be made publicly available.

 

[EDIT] And yes, I agree getting the selectedKit was easy in BF4.

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Originally Posted by ColColonCleaner*:

 

Well they've complicated it by making 4 presets per team (cop/robber) per class. I have working code which already addresses that fairly easily. The difficulty is that Battlelog does not get updated when classes are changed in game (e.g., operator to enforcer, etc.). Once I have a look at the rcon layer I hope that something there can help; the server documentation leads me to believe not... I hope that clarifies.

 

Disclaimer: CCC is the only developer of AdKats LRT and is the only publicly available plugin for loadout enforcement via PRoCon. My work is private and will not be made publicly available.

 

[EDIT] And yes, I agree getting the selectedKit was easy in BF4.

There are no ways to trigger updates to battlelog over RCON. If loadouts do not update in near-real-time to battlelog then this method is not feasible for BFH at all. Keep me posted on what you find.
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Originally Posted by ColColonCleaner*:

 

It seems that sometimes there are too many players in the queue to process all loadout. I've turned on the Adkatslrt debug to 5 and here are the worst "dequeued" cases on one map (Operation Locker with 64 players) - I mean the time that is measured on this entry:

Code:

[21:31:53] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing47] TamboWckiY-WolF dequeued [1->0] after 7.97s
Code:
$ $ cat 20150403_plugin.log | grep dequeu | awk '{print $8}' | sort -n | tail -20
28.59s
28.85s
28.93s
28.98s
29.4s
30.05s
30.1s
30.23s
30.52s
30.61s
30.78s
31.37s
31.42s
31.65s
31.96s
32.57s
34.95s
36.24s
36.45s
39.38s
I'm posting it, because there are situation, when some player is not immediately killed and there are sometimes cases when somebody will kill enemy with a forbidden weapon. Maybe you should kill player on kill event with a forbidded weapon ? Or maybe you should first check players on the queue that had a bad weapon loadout last time ?
Strange, We run a 64 man metro server with this plugin and the queue never fills. In fact I modified the delays so that it never happens even with 64 players spawning. The delay is always the intended 5-5.5 seconds.

 

Assuming you've already tried reboots?

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Originally Posted by Subman_9*:

 

here are some more debug information for you - this time with queue and dequeued events. The procon was restarted about 5 hours ago. Latest procon running on mono. CPU load average 0.33. Operation Locker with 64 players:

 

Code:

[12:15:00] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11439] Ashiquor queued [3->4] after 1.14s
[12:15:00] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] MOgdi dequeued [4->3] after 4.88s
[12:15:00] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11440] itsSlayerrrrr queued [3->4] after 1.16s
[12:15:00] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11442] kNufte queued [4->5] after 1.15s
[12:15:01] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] henken100 dequeued [5->4] after 10.3s
[12:15:01] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11443] bemol1123 queued [4->5] after 2.3s
[12:15:02] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Razor4959 dequeued [5->4] after 5.98s
[12:15:02] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11431] OREO_Ch33seC4ke queued [4->5] after 5.76s
[12:15:02] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11447] Dobroczynca queued [5->6] after 1.15s
[12:15:02] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11433] julianobrendon queued [6->7] after 5.61s
[12:15:03] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Ashiquor dequeued [7->6] after 4.02s
[12:15:03] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] itsSlayerrrrr dequeued [6->5] after 4.57s
[12:15:04] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11438] TrippyOutsider queued [5->6] after 5.85s
[12:15:04] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] kNufte dequeued [6->5] after 5.42s
[12:15:05] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] bemol1123 dequeued [5->4] after 6.08s
[12:15:06] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] OREO_Ch33seC4ke dequeued [4->3] after 9.88s
[12:15:06] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11445] xXIIIXxXIIIXx queued [3->4] after 5.78s
[12:15:06] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11456] Ronin9106 queued [4->5] after 1.13s
[12:15:07] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Dobroczynca dequeued [5->4] after 5.78s
[12:15:07] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11457] strimmer007 queued [4->5] after 1.18s
[12:15:08] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] julianobrendon dequeued [5->4] after 10.95s
[12:15:08] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11460] josefg15 queued [4->5] after 1.15s
[12:15:09] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] TrippyOutsider dequeued [5->4] after 10.48s
[12:15:09] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11451] hurwioWarrior queued [4->5] after 5.74s
[12:15:10] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11453] LGR77 queued [5->6] after 5.74s
[12:15:10] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11454] bubupol queued [6->7] after 5.76s
[12:15:10] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] FOREST-kwk queued [7->8] after 0s
[12:15:11] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] shortkoreans queued [8->9] after 0s
[12:15:13] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] dgbiuro queued [9->10] after 0s
[12:15:13] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11461] Vlad_Wurst queued [10->11] after 5.59s
[12:15:13] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11462] canberkcaba1996 queued [11->12] after 5.71s
[12:15:13] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11464] pervers-enTe queued [12->13] after 5.73s
[12:15:14] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] X_Skibob_X queued [13->14] after 0s
[12:15:15] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] xXIIIXxXIIIXx dequeued [14->13] after 14.17s
[12:15:15] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Ronin9106 dequeued [13->12] after 9.69s
[12:15:15] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11467] nicks951 queued [12->13] after 5.67s
[12:15:15] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] rycerzyyyk queued [13->14] after 0s
[12:15:16] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11469] woodenblub queued [14->15] after 5.65s
[12:15:16] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] strimmer007 dequeued [15->14] after 9.96s
[12:15:17] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] josefg15 dequeued [14->13] after 9.71s
[12:15:17] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] Razor4959 queued [13->14] after 0s
[12:15:17] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] hurwioWarrior dequeued [14->13] after 13.76s
[12:15:18] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] glombek queued [13->14] after 0s
[12:15:18] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] LGR77 dequeued [14->13] after 14.05s
[12:15:19] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] Genuine6 queued [13->14] after 0s
[12:15:19] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] ArtFyll queued [14->15] after 0s
[12:15:19] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] bubupol dequeued [15->14] after 14.71s
[12:15:19] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] N1mra queued [14->15] after 0s
[12:15:19] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] OREO_Ch33seC4ke queued [15->16] after 0s
[12:15:20] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] FOREST-kwk dequeued [16->15] after 9.64s
[12:15:21] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] shortkoreans dequeued [15->14] after 10.24s
[12:15:22] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] dgbiuro dequeued [14->13] after 8.98s
[12:15:22] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] Snooke78 queued [13->14] after 0s
[12:15:22] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] hurwioWarrior queued [14->15] after 0s
[12:15:23] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Vlad_Wurst dequeued [15->14] after 15.4s
[12:15:24] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] canberkcaba1996 dequeued [14->13] after 16.13s
[12:15:24] [AdKatsLRT] [5-QueueForProcessing-PlayerListing30] parkara12 queued [13->14] after 0s
[12:15:24] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] bubupol queued [14->15] after 0s
[12:15:25] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] pervers-enTe dequeued [15->14] after 16.95s
[12:15:25] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] X_Skibob_X dequeued [14->13] after 11.46s
[12:15:26] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] nicks951 dequeued [13->12] after 16.71s
[12:15:27] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] rycerzyyyk dequeued [12->11] after 11.68s
[12:15:27] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] xXIIIXxXIIIXx queued [11->12] after 0s
[12:15:27] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] FOREST-kwk queued [12->13] after 0s
[12:15:28] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] woodenblub dequeued [13->12] after 18.04s
[12:15:28] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] shortkoreans queued [12->13] after 0s
[12:15:29] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Razor4959 dequeued [13->12] after 12.05s
[12:15:29] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11263] Dobroczynca queued [12->13] after 0s
[12:15:30] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] glombek dequeued [13->12] after 11.88s
[12:15:31] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Genuine6 dequeued [12->11] after 11.78s
Of course it's not happening all the time. About 5 minutes later I have a perfect situation with AdkatsLRT queue:

Code:

[12:20:07] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] kickpikselpl dequeued [1->0] after 0.3s
[12:20:10] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11990] Dobroczynca queued [0->1] after 5.72s
[12:20:10] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Dobroczynca dequeued [1->0] after 5.72s
[12:20:11] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11991] shortkoreans queued [0->1] after 6.21s
[12:20:11] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] shortkoreans dequeued [1->0] after 6.21s
[12:20:13] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11994] KuShiniOo queued [0->1] after 6.84s
[12:20:13] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] KuShiniOo dequeued [1->0] after 6.84s
[12:20:14] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11996] rycerzyyyk queued [0->1] after 6.78s
It seeems like AdkatsLRT is processing players loadout sometimes to slowly. I do not see this issue on the other maps like Shanghai. I believe it's happening because players on Locker are killing and are killed much more often than on any other BF4 map.

Locker loaded at 04/06/2015 12:10:49.

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Originally Posted by Subman_9*:

 

Strange, We run a 64 man metro server with this plugin and the queue never fills. In fact I modified the delays so that it never happens even with 64 players spawning. The delay is always the intended 5-5.5 seconds.

 

Assuming you've already tried reboots?

Here are the Operation locker logs from AdkatsLRT when the procon layer server (running on mono) was restarted 5 hour ago:

 

Code:

[12:15:00] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11439] Ashiquor queued [3->4] after 1.14s
[12:15:00] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] MOgdi dequeued [4->3] after 4.88s
[12:15:00] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11440] itsSlayerrrrr queued [3->4] after 1.16s
[12:15:00] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11442] kNufte queued [4->5] after 1.15s
[12:15:01] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] henken100 dequeued [5->4] after 10.3s
[12:15:01] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay11443] bemol1123 queued [4->5] after 2.3s
[12:15:02] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] Razor4959 dequeued [5->4] after 5.98s
20 seconds later

 

Code:

[12:15:24] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] bubupol queued [14->15] after 0s
[12:15:25] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] pervers-enTe dequeued [15->14] after 16.95s
[12:15:25] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] X_Skibob_X dequeued [14->13] after 11.46s
[12:15:26] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] nicks951 dequeued [13->12] after 16.71s
[12:15:27] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] rycerzyyyk dequeued [12->11] after 11.68s
[12:15:27] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] xXIIIXxXIIIXx queued [11->12] after 0s
[12:15:27] [AdKatsLRT] [5-QueueForProcessing-Threadpool worker11408] FOREST-kwk queued [12->13] after 0s
[12:15:28] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] woodenblub dequeued [13->12] after 18.04
5 minutes later:

 

Code:

[12:20:51] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay12050] KuShiniOo queued [0->1] after 5.61s
[12:20:51] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] KuShiniOo dequeued [1->0] after 5.61s
[12:20:54] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay12052] bubupol queued [0->1] after 6.26s
[12:20:54] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] bubupol dequeued [1->0] after 6.27s
[12:20:58] [AdKatsLRT] [5-QueueForProcessing-LoadoutCheckDelay12055] FiveKickers queued [0->1] after 6.07s
[12:20:58] [AdKatsLRT] [5-ProcessingThreadLoop-SpawnProcessing44] FiveKickers dequeued [1->0] after 6.07s
It seems like players are killing and are killed on Locker much more often than on any other BF4 map, and AdklatsLRT is processing too slowly players on the queue. I can send you some more logs if it's needed.
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Originally Posted by ColColonCleaner*:

 

There is a hardcoded delay to prevent layers from being temporarily IP banned from battlelog. If you want to increase the processing rate you can.

 

Open your source file and find this line:

 

Posted Image

 

Decrease that delay slightly and see if it solves your problem. If you can safely increase the processing rate then that's great.

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Originally Posted by vinnie911*:

 

I have a few questions regarding the plugin.

 

I am running a no rockets (only laser guided allowed) Jet only air superiority server, we have/had a plugin that handled loadout fetching and enforced those rules but lately when we run it servers crash and i'm thinking it has something to do with the people that asked you to not hand out your plugin for free, since i worked flawlessly for well over 6-7 months.

 

I know your plugin checks loadouts and enforces rules, but can it also determine if a player has a certain weapon unlocked or not? (50 jet kills for laser guided)

 

What i need it to do is kill on spawn if a player doesn't have laser guided equipped, unless they don't have it unlocked in which case they can spawn with it until they unlock laser guided.

 

25$ is a bit overkill for me since i pay for a server by myself and not get anything in return (no disrespect, i appreciate your your work).

I see you're saying it can be used on 5 servers, i have friends that run same kind of servers and they'd be interested in it. Would it be possible to share it with them or does one have to own all 5 servers?

 

Just asking because splitting the cost with others would make it worth it more for me.

 

Thanks!

* Restored post. It could be that the author is no longer active.
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Originally Posted by ColColonCleaner*:

 

I have a few questions regarding the plugin.

 

I am running a no rockets (only laser guided allowed) Jet only air superiority server, we have/had a plugin that handled loadout fetching and enforced those rules but lately when we run it servers crash and i'm thinking it has something to do with the people that asked you to not hand out your plugin for free, since i worked flawlessly for well over 6-7 months.

 

I know your plugin checks loadouts and enforces rules, but can it also determine if a player has a certain weapon unlocked or not? (50 jet kills for laser guided)

 

What i need it to do is kill on spawn if a player doesn't have laser guided equipped, unless they don't have it unlocked in which case they can spawn with it until they unlock laser guided.

 

25$ is a bit overkill for me since i pay for a server by myself and not get anything in return (no disrespect, i appreciate your your work).

I see you're saying it can be used on 5 servers, i have friends that run same kind of servers and they'd be interested in it. Would it be possible to share it with them or does one have to own all 5 servers?

 

Just asking because splitting the cost with others would make it worth it more for me.

 

Thanks!

Believe it or not your server might be the one we discovered which started this plugin's creation in the first place. It does not check kill counts to determine unlocks because if someone has a weapon equipped they must have it unlocked (generally, there is a battlelog bug that can cause it otherwise).

 

Your method of parsing loadouts should still work. PM me your github username and i'll give access to the plugin. The price is there to prevent the plugin from going rampant with users/abuse, and even with 10,000 thread views it still only has ~60 users which is great.

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Originally Posted by vinnie911*:

 

I believe it was one of ours (A13R platoon) that started it, i remember replying to a thread about it a while ago.

 

the one i run is relatively new (about 7 months) and the only one with a procon layer, which is why i was looking for an alternative to the tool which ran the other plugin (it is similar to procon an ca ne run locally or as a layer).

 

I don't have an etra pc to run it on so i rely on the owner of our other servers, but i have no controll over it so if it goes down it stays down until i catch him online.

 

The dev of the tool used to run it for us and when he couldnt do that anymore he gave everyone that he ran it for access to it.

 

 

 

 

Sent from my iPhone using Tapatalk

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Originally Posted by moacco07*:

 

Dear Plugin Developer,

 

I'm running Air superiority server and is this plugin capable to restrict lock on missiles from your loadout? What i see from BF4 weapon codes, there's no codes for this. Please advice.

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