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Advanced In-Game Admin and Ban Enforcer - AdKats


Message added by Prophet731,

If you've been banned from a server then you will need to appeal the ban with the owners/community of that server. We do not control any bans done on servers that utilize AdKats as all bans are local to that server.

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Originally Posted by TMiland*:

 

Query for 5.2.3.9+

 

Selects ADMIN and user soldiers who have populated servers in the past week.

 

Code:

SELECT 
    `target_name` AS `player`, 
    COUNT(`record_id`) AS `populations_pastweek` 
FROM 
    `adkats_records_main` 
WHERE 
    `command_type` = 88
AND 
    DATE_ADD(`record_time`, INTERVAL 7 DAY) > UTC_TIMESTAMP()
AND
    `target_id` IN (SELECT `player_id` FROM `adkats_usersoldiers`)
GROUP BY
    `target_id`
ORDER BY
    `populations_pastweek` DESC, `target_name` ASC;
Nice! :biggrin:
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Originally Posted by ColColonCleaner*:

 

okay..im not able to open the plugin error file. Its a little bit to big :ohmy:

 

all the other error logs are 600kb or something like this and the file from yesterday is 39.51 GB

(plugin.log) :cool:

 

I think the layer crashed yesterday through the plugin spam^^

 

Edit:

lol I had the issue on 2 days. The first was 43GB big and the second 39GB :ohmy:

 

 

I was able to visit the file (not complete) and look at this^^

 

[13:22:03] [AdKats] ERROR: Not DB connection capable yet, complete SQL connection variables.

[13:22:03] [AdKats] ERROR: Not DB connection capable yet, complete SQL connection variables.

[13:22:03] [AdKats] ERROR: Not DB connection capable yet, complete SQL connection variables.

[13:22:03] [AdKats] ERROR: Not DB connection capable yet, complete SQL connection variables.

[13:22:03] [AdKats] ERROR: Not DB connection capable yet, complete SQL connection variables.

[13:22:03] [AdKats] ERROR: Not DB connection capable yet, complete SQL connection variables.

[13:22:03] [AdKats] ERROR: Not DB connection capable yet, complete SQL connection variables.

[13:22:03] [AdKats] ERROR: Not DB connection capable yet, complete SQL connection variables.

 

All the time.

WOW. no wonder it crashed, it was I/Oing like mad. I'll make sure that never happens again. Thanks.

 

You might want to delete those log files before you get a call from branzone.

 

EDIT: How many errors per second? If you go back to that same section of the log that is.

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Originally Posted by aduh*:

 

AdKats 5.2.2.5

We have this message:

Code:

[11:31:29 17] [AdKats] EXCEPTION: Line 0: [SetPluginVariable][Error occured while updating AdKats settings.]: System.FormatException: Nieprawidlowy format ciagu wejsciowego.
   w System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   w System.Number.ParseDouble(String value, NumberStyles options, NumberFormatInfo numfmt)
   w System.Double.Parse(String s, NumberStyles style, NumberFormatInfo info)
   w PRoConEvents.AdKats.SetPluginVariable(String strVariable, String strValue)
What's wrong ?
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  • Plugin Developer

Originally Posted by ColColonCleaner*:

 

AdKats 5.2.2.5

We have this message:

Code:

[11:31:29 17] [AdKats] EXCEPTION: Line 0: [SetPluginVariable][Error occured while updating AdKats settings.]: System.FormatException: Nieprawidlowy format ciagu wejsciowego.
   w System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   w System.Number.ParseDouble(String value, NumberStyles options, NumberFormatInfo numfmt)
   w System.Double.Parse(String s, NumberStyles style, NumberFormatInfo info)
   w PRoConEvents.AdKats.SetPluginVariable(String strVariable, String strValue)
What's wrong ?
Try this version: https://raw.githubusercontent.com/Co...test/AdKats.cs
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Originally Posted by ColColonCleaner*:

 

any news or release date? :smile: I'm really curious about the new function.

The next release, unless there is a serious issue/bug found, will be 6.0.0.0, which probably won't be for another month.

 

You can try the latest test release though, it will be updated until the release is made. Be mindful none of the new stuff in those versions are fully tested.

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Originally Posted by ColColonCleaner*:

 

Adding something new.

 

Using google's profanity API (Thanks TMiland): http://www.wdyl.com/profanity_q=Test...or%20profanity

 

Chat messages can be tested for profanity. This way we can track which players are being the most vulgar in chat.

 

Possibility to either act on them immediately, or act on them once a threshold profanity % is reached after a certain # of chat logs.

 

So, say, after a couple hundred chat logs, I can act on them if their profanity % is greater than a certain amount and they keep saying things that trigger it.

 

Probably wont work for our servers specifically because it includes words like fuck in the profane category, for obvious reasons, and we wouldn't want to reprimand for that. Wish there was a way to just include racism. Hmmm.

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Originally Posted by Ruger*:

 

Hey C3, Yesterday I noticed the following when my server server crashed:

Code:

[20:57:51 77] [AdKats] ERROR: Server Crashed (47 Players Lost)
[20:57:53 14] [AdKats] EXCEPTION: Line Unknown: [<SendReport>b__215][Error in email sending thread.]: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.AdKats.EmailHandler.<>c__DisplayClass218.<SendReport>b__215()
Ive never gotten a email for crashes from adkats before but Im not having any problems receiving emails from reported players.
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Originally Posted by ColColonCleaner*:

 

Hey C3, Yesterday I noticed the following when my server server crashed:

Code:

[20:57:51 77] [AdKats] ERROR: Server Crashed (47 Players Lost)
[20:57:53 14] [AdKats] EXCEPTION: Line Unknown: [<SendReport>b__215][Error in email sending thread.]: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.AdKats.EmailHandler.<>c__DisplayClass218.<SendReport>b__215()
Ive never gotten a email for crashes from adkats before but Im not having any problems receiving emails from reported players.
Yeah, i noticed this recently too, i think it's because the script assumes there is a player to call admin on, but none exists for those records. I'll push a fix soon.
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Originally Posted by Obl1ter*:

 

Got this in log

 

 

Code:

[13:55:09 50] [AdKats] WARNING: Thread warning: databasecomm[58] playerlisting[17] AccessFetching[16] killprocessing[61] messaging[60] action[57] Command[59] TeamSwap[56] BanEnforcer[55] HackerChecker[62] RoundTimer[15] RoundTimer[14] RoundTimer[25] RoundTimer[65] RoundTimer[19] RoundTimer[6] RoundTimer[3] RoundTimer[66] RoundTimer[69] RoundTimer[68] RoundTimer[74] RoundTimer[71] RoundTimer[63] RoundTimer[72] RoundTimer[76] RoundTimer[75] RoundTimer[77] RoundTimer[18] RoundTimer[73] RoundTimer[82] RoundTimer[79] RoundTimer[78] RoundTimer[81] RoundTimer[84] RoundTimer[83] RoundTimer[85] RoundTimer[70] RoundTimer[90] RoundTimer[67] RoundTimer[88] RoundTimer[89] RoundTimer[94] RoundTimer[93] RoundTimer[92] RoundTimer[91] RoundTimer[98] RoundTimer[95] RoundTimer[100] RoundTimer[97] RoundTimer[101] RoundTimer[103] RoundTimer[102] RoundTimer[64] RoundTimer[105] RoundTimer[106] RoundTimer[108] RoundTimer[96] RoundTimer[109] RoundTimer[111] RoundTimer[110] RoundTimer[104] RoundTimer[107] RoundTimer[116] 
[13:55:39 51] [AdKats] WARNING: Thread warning: databasecomm[58] playerlisting[17] AccessFetching[16] killprocessing[61] messaging[60] action[57] Command[59] TeamSwap[56] BanEnforcer[55] HackerChecker[62] RoundTimer[15] RoundTimer[14] RoundTimer[25] RoundTimer[65] RoundTimer[19] RoundTimer[6] RoundTimer[3] RoundTimer[66] RoundTimer[69] RoundTimer[68] RoundTimer[74] RoundTimer[71] RoundTimer[63] RoundTimer[72] RoundTimer[76] RoundTimer[75] RoundTimer[77] RoundTimer[18] RoundTimer[73] RoundTimer[82] RoundTimer[79] RoundTimer[78] RoundTimer[81] RoundTimer[84] RoundTimer[83] RoundTimer[85] RoundTimer[70] RoundTimer[90] RoundTimer[67] RoundTimer[88] RoundTimer[89] RoundTimer[94] RoundTimer[93] RoundTimer[92] RoundTimer[91] RoundTimer[98] RoundTimer[95] RoundTimer[100] RoundTimer[97] RoundTimer[101] RoundTimer[103] RoundTimer[102] RoundTimer[64] RoundTimer[105] RoundTimer[106] RoundTimer[108] RoundTimer[96] RoundTimer[109] RoundTimer[111] RoundTimer[110] RoundTimer[104] RoundTimer[107] RoundTimer[116]
what could be wrong ?
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Originally Posted by Obl1ter*:

 

Code:

[14:32:56 86] [AdKats] EXCEPTION: Line Unknown: [GetDisplayPluginVariables][Error while fetching display vars.]: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
   at PRoConEvents.AdKats.GetDisplayPluginVariables()
[14:33:28 78] [AdKats] EXCEPTION: Line Unknown: [GetDisplayPluginVariables][Error while fetching display vars.]: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
   at PRoConEvents.AdKats.GetDisplayPluginVariables()
What could it be ?
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Originally Posted by TMiland*:

 

Adding something new.

 

Using google's profanity API (Thanks TMiland): http://www.wdyl.com/profanity_q=Test...or%20profanity

 

Chat messages can be tested for profanity. This way we can track which players are being the most vulgar in chat.

 

Possibility to either act on them immediately, or act on them once a threshold profanity % is reached after a certain # of chat logs.

 

So, say, after a couple hundred chat logs, I can act on them if their profanity % is greater than a certain amount and they keep saying things that trigger it.

 

Probably wont work for our servers specifically because it includes words like fuck in the profane category, for obvious reasons, and we wouldn't want to reprimand for that. Wish there was a way to just include racism. Hmmm.

This is a great idea!

 

Could it be done like if you have a category with a list of racism words, so you can act if one of those words is in a sentence?

 

And have different lists for different actions, profanity, racism, insults etc... :smile:

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Originally Posted by ColColonCleaner*:

 

Code:

[14:32:56 86] [AdKats] EXCEPTION: Line Unknown: [GetDisplayPluginVariables][Error while fetching display vars.]: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
   at PRoConEvents.AdKats.GetDisplayPluginVariables()
[14:33:28 78] [AdKats] EXCEPTION: Line Unknown: [GetDisplayPluginVariables][Error while fetching display vars.]: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
   at PRoConEvents.AdKats.GetDisplayPluginVariables()
What could it be ?
Try this version: https://raw.githubusercontent.com/Co...test/AdKats.cs
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Originally Posted by ColColonCleaner*:

 

This is a great idea!

 

Could it be done like if you have a category with a list of racism words, so you can act if one of those words is in a sentence?

 

And have different lists for different actions, profanity, racism, insults etc... :smile:

Once again, if I go over the top with this it would basically be absorbing the abilities of the language enforcer plugin, but doubling its abilities in the process. I can query that API and check if the text is considered profane, however we can have a list of exception words that will cancel the trigger. For example, if you would want it to ignore common swear words, but keep things like racism, you could add those common swears to the exception list.

 

Maybe just having a manual list of trigger words would be best...instead of this API. We don't know how it works after all. I didn't see any documentation as it wasn't really meant to be a public API in the first place.

 

I think it would simply be nice to see what the average profanity concentration of peoples chat are, maybe taking action if they have an over 50% concentration after 50 messages or so.

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Originally Posted by TMiland*:

 

Once again, if I go over the top with this it would basically be absorbing the abilities of the language enforcer plugin, but doubling its abilities in the process. I can query that API and check if the text is considered profane, however we can have a list of exception words that will cancel the trigger. For example, if you would want it to ignore common swear words, but keep things like racism, you could add those common swears to the exception list.

 

Maybe just having a manual list of trigger words would be best...instead of this API. We don't know how it works after all. I didn't see any documentation as it wasn't really meant to be a public API in the first place.

 

I think it would simply be nice to see what the average profanity concentration of peoples chat are, maybe taking action if they have an over 50% concentration after 50 messages or so.

I personally don't use the language enforcer plugin, rather using limits so i can better define and distinguish between racial, insulting or swear words. Plus using the /punish and /mute admin cmd's with AdKats for punishment and logging of the player.

 

I have been trying many different settings, and one that is not good, is using one big list of bad words for everything with the same punishments. Splitting it up is the best option.

 

Best filter i have so far is the insults limit, which is using regex to check if player is targeting someone by "you bad_word" or "bad_word you" as an example.

 

Using the API with exception lists will be MUCH less work than keeping a manual list.

 

Code:

if player.LastChat contains word in the API [b]return true[/b] else[b] return false[/b] but log the data to db.

else if player.LastChat contains exception word [b]return false[/b].

else if player.LastChat contains racial word (from list of racial words), /punish right away.

else if player.LastChat contains insults (from list of insults regex), /punish right away.
Etc.. :tongue:
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Originally Posted by TMiland*:

 

Query for 5.2.3.9+

 

Selects ADMIN and user soldiers who have populated servers in the past week.

 

Code:

SELECT 
    `target_name` AS `player`, 
    COUNT(`record_id`) AS `populations_pastweek` 
FROM 
    `adkats_records_main` 
WHERE 
    `command_type` = 88
AND 
    DATE_ADD(`record_time`, INTERVAL 7 DAY) > UTC_TIMESTAMP()
AND
    `target_id` IN (SELECT `player_id` FROM `adkats_usersoldiers`)
GROUP BY
    `target_id`
ORDER BY
    `populations_pastweek` DESC, `target_name` ASC;
Would it be possible to add top x players to the adkats_specialplayers table for x time?

 

For example for a week?

 

Without deleting the other players already in the table. :smile:

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Originally Posted by ColColonCleaner*:

 

Query for 5.2.4.9+, when setting B26 'Post Map Benefit/Detriment Statistics' is enabled.

 

Returns how beneficial certain maps are to your server's population.

 

map_benefit: The number of players that join the server from server level load, until the round ends. This is the time the map is visible on battlelog.

map_detriment: The number of players who leave once the next map is seen. It goes from server level load, until 2 minutes into the round.

 

These two values can be used to compare maps and see what players like.

 

Code:

SELECT 
	`InnerResults`.*,
	ROUND((`map_benefit` - `map_detriment`)/`map_rounds`, 2) AS `map_benefit_numeric`
FROM
(
SELECT
	`server_id` AS `server`,
	`tbl_server`.`ServerName` AS `server_name`,
	`target_name` AS `map_code`,
	(
		SELECT 
			count(`stat_id`)
		FROM 
			`adkats_statistics`
		WHERE
			`server_id` = `server`
		AND
			`target_name` = `map_code`
		AND
			`stat_type` = 'map_benefit'
	) AS `map_rounds`,
	(
		SELECT 
			SUM(`stat_value`)
		FROM 
			`adkats_statistics`
		WHERE
			`server_id` = `server`
		AND
			`target_name` = `map_code`
		AND
			`stat_type` = 'map_benefit'
	) AS `map_benefit`,
	(
		SELECT 
			SUM(`stat_value`)
		FROM 
			`adkats_statistics`
		WHERE
			`server_id` = `server`
		AND
			`target_name` = `map_code`
		AND
			`stat_type` = 'map_detriment'
	) AS `map_detriment`
FROM
	`adkats_statistics`
INNER JOIN
	`tbl_server`
ON
	`server_id` = `tbl_server`.`ServerID`
WHERE
	`stat_type` = 'map_benefit'
	OR
	`stat_type` = 'map_detriment'
GROUP BY
	`server_id`, `target_name`
) AS `InnerResults`
ORDER BY
	`InnerResults`.`server` ASC, `map_benefit_numeric` DESC;
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  • Plugin Developer

Originally Posted by ColColonCleaner*:

 

Would it be possible to add top x players to the adkats_specialplayers table for x time?

 

For example for a week?

 

Without deleting the other players already in the table. :smile:

Sure, I can create a new special player group for that, and post the top 10 populators.

 

Two groups will be created.

 

statlist_populatorpastweek_top10

statlist_populatorpastweek_top10_users

 

The first will contain all players who have populated. The second will contain only players who are also on the user list, so admins and whatever other roles you've created.

 

All entries for these two groups will be overwritten in the db when the new ones are posted.

 

HOWEVER, i need to first update the special player table to accept groups longer than 30 characters.

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  • Plugin Developer

Originally Posted by ColColonCleaner*:

 

I'll be adding a 'Useful Queries' section to the AdKats manual so some of the queries I run can be used by others.

 

Firstly, i updated the map statistics query for 5.2.5.2. It now contains a numeric for how helpful the map is when it's in your rotation, independent of how many rounds are played on it. Column map_benefit_numeric. Updated query will have the same performance as the previous.

 

Code:

SELECT 
	`InnerResults`.*,
	ROUND((`map_benefit` - `map_detriment`)/`map_rounds`, 2) AS `map_benefit_numeric`
FROM
(
SELECT
	`server_id` AS `server`,
	`tbl_server`.`ServerName` AS `server_name`,
	`target_name` AS `map_code`,
	(
		SELECT 
			count(`stat_id`)
		FROM 
			`adkats_statistics`
		WHERE
			`server_id` = `server`
		AND
			`target_name` = `map_code`
		AND
			`stat_type` = 'map_benefit'
	) AS `map_rounds`,
	(
		SELECT 
			SUM(`stat_value`)
		FROM 
			`adkats_statistics`
		WHERE
			`server_id` = `server`
		AND
			`target_name` = `map_code`
		AND
			`stat_type` = 'map_benefit'
	) AS `map_benefit`,
	(
		SELECT 
			SUM(`stat_value`)
		FROM 
			`adkats_statistics`
		WHERE
			`server_id` = `server`
		AND
			`target_name` = `map_code`
		AND
			`stat_type` = 'map_detriment'
	) AS `map_detriment`
FROM
	`adkats_statistics`
INNER JOIN
	`tbl_server`
ON
	`server_id` = `tbl_server`.`ServerID`
WHERE
	`stat_type` = 'map_benefit'
	OR
	`stat_type` = 'map_detriment'
GROUP BY
	`server_id`, `target_name`
) AS `InnerResults`
ORDER BY
	`InnerResults`.`server` ASC, `map_benefit_numeric` DESC;
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Originally Posted by ColColonCleaner*:

 

On ADK servers we run a modification of the hacker-checker, and I'm wondering if some people would want the mod released publicly...

 

Basically, for damage mod bans, and high level aimbot bans, we don't ban people right away, we wait a short amount of time. If you ban them right away, before they spawn, players have no idea the server is protecting them.

 

So, when a player who would be banned first spawns, we start a short timer. During that time the hacker can run around killing a few people with their damage mod or aimbot, and a few of them will notice it, then they see autoadmin ban the guy. Basically lets the server know the autoadmin is protecting them.

 

Anyone interested in this?

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Originally Posted by Prophet731*:

 

Colon, here are the BF3/BF4 Weapons and Vehicles in JSON. Didn't take long like I said. :ohmy:

 

https://github.com/Prophet731/BFAdmi..._vehicles.json

 

https://github.com/Prophet731/BFAdmi..._vehicles.json

The developer of the Battlefield Admin Control Panel (BFACP)

For BFACP support please post in the BFACP topic linked above.

Do not contact me via PM on the forums for help with procon. Please make a topic for it. Only PM's I will accept will revolve around any website issues.

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Originally Posted by TMiland*:

 

On ADK servers we run a modification of the hacker-checker, and I'm wondering if some people would want the mod released publicly...

 

Basically, for damage mod bans, and high level aimbot bans, we don't ban people right away, we wait a short amount of time. If you ban them right away, before they spawn, players have no idea the server is protecting them.

 

So, when a player who would be banned first spawns, we start a short timer. During that time the hacker can run around killing a few people with their damage mod or aimbot, and a few of them will notice it, then they see autoadmin ban the guy. Basically lets the server know the autoadmin is protecting them.

 

Anyone interested in this?

YES! Wery much interested. :biggrin:
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Originally Posted by Jamesonp*:

 

On ADK servers we run a modification of the hacker-checker, and I'm wondering if some people would want the mod released publicly...

 

Basically, for damage mod bans, and high level aimbot bans, we don't ban people right away, we wait a short amount of time. If you ban them right away, before they spawn, players have no idea the server is protecting them.

 

So, when a player who would be banned first spawns, we start a short timer. During that time the hacker can run around killing a few people with their damage mod or aimbot, and a few of them will notice it, then they see autoadmin ban the guy. Basically lets the server know the autoadmin is protecting them.

 

Anyone interested in this?

Yes please
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Originally Posted by Obl1ter*:

 

On ADK servers we run a modification of the hacker-checker, and I'm wondering if some people would want the mod released publicly...

 

Basically, for damage mod bans, and high level aimbot bans, we don't ban people right away, we wait a short amount of time. If you ban them right away, before they spawn, players have no idea the server is protecting them.

 

So, when a player who would be banned first spawns, we start a short timer. During that time the hacker can run around killing a few people with their damage mod or aimbot, and a few of them will notice it, then they see autoadmin ban the guy. Basically lets the server know the autoadmin is protecting them.

 

Anyone interested in this?

Yep
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Originally Posted by Obl1ter*:

 

Got a bunch of these in the log -

 

Code:

[14:50:54 66] [AdKats] WARNING: Thread warning: databasecomm[69] playerlisting[64] AccessFetching[65] killprocessing[66] messaging[67] Command[68] action[70] TeamSwap[71] BanEnforcer[72] HackerChecker[73] RoundTimer[87] roundticketlogger[77] RoundTimer[98] RoundTimer[89] RoundTimer[93] RoundTimer[80] RoundTimer[75] RoundTimer[96] RoundTimer[55] RoundTimer[85] RoundTimer[91] ruleprinter[84] RoundTimer[94] 
[14:51:24 67] [AdKats] WARNING: Thread warning: databasecomm[69] playerlisting[64] AccessFetching[65] killprocessing[66] messaging[67] Command[68] action[70] TeamSwap[71] BanEnforcer[72] HackerChecker[73] RoundTimer[87] roundticketlogger[77] RoundTimer[98] RoundTimer[89] RoundTimer[93] RoundTimer[80] RoundTimer[75] RoundTimer[96] RoundTimer[55] RoundTimer[85] RoundTimer[91] ruleprinter[84] RoundTimer[94] 
[14:51:54 67] [AdKats] WARNING: Thread warning: databasecomm[69] playerlisting[64] AccessFetching[65] killprocessing[66] messaging[67] Command[68] action[70] TeamSwap[71] BanEnforcer[72] HackerChecker[73] RoundTimer[87] roundticketlogger[77] RoundTimer[98] RoundTimer[89] RoundTimer[93] RoundTimer[80] RoundTimer[75] RoundTimer[96] RoundTimer[55] RoundTimer[85] RoundTimer[91] RoundTimer[94]
Is there something to worry about ?
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Originally Posted by ColColonCleaner*:

 

Got a bunch of these in the log -

 

Code:

[14:50:54 66] [AdKats] WARNING: Thread warning: databasecomm[69] playerlisting[64] AccessFetching[65] killprocessing[66] messaging[67] Command[68] action[70] TeamSwap[71] BanEnforcer[72] HackerChecker[73] RoundTimer[87] roundticketlogger[77] RoundTimer[98] RoundTimer[89] RoundTimer[93] RoundTimer[80] RoundTimer[75] RoundTimer[96] RoundTimer[55] RoundTimer[85] RoundTimer[91] ruleprinter[84] RoundTimer[94] 
[14:51:24 67] [AdKats] WARNING: Thread warning: databasecomm[69] playerlisting[64] AccessFetching[65] killprocessing[66] messaging[67] Command[68] action[70] TeamSwap[71] BanEnforcer[72] HackerChecker[73] RoundTimer[87] roundticketlogger[77] RoundTimer[98] RoundTimer[89] RoundTimer[93] RoundTimer[80] RoundTimer[75] RoundTimer[96] RoundTimer[55] RoundTimer[85] RoundTimer[91] ruleprinter[84] RoundTimer[94] 
[14:51:54 67] [AdKats] WARNING: Thread warning: databasecomm[69] playerlisting[64] AccessFetching[65] killprocessing[66] messaging[67] Command[68] action[70] TeamSwap[71] BanEnforcer[72] HackerChecker[73] RoundTimer[87] roundticketlogger[77] RoundTimer[98] RoundTimer[89] RoundTimer[93] RoundTimer[80] RoundTimer[75] RoundTimer[96] RoundTimer[55] RoundTimer[85] RoundTimer[91] RoundTimer[94]
Is there something to worry about ?
Yes, there is a problem. I'll look into why the round timer threads are not showing full exit.
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  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
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    • Hello All,

      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.
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    • 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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