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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 iraqiboy90*:

 

That's something i've told colon countless times it shouldn't do that or go negative at all. I'm making sure in AdKats 7 he doesn't do that again. :ohmy:

lol ok :smile:

 

Btw, the following question to either one of you two who can answer me:

Was bored and testing...

If I understood it right from my search on this thread, the ban_sync column is equal to the group ID the ban is enforced on?

But, does the ban_sync column even matter?

 

Right now I've tried multiple scenarios and here's the last one:

I've banned myself through the panel on Server 4

It sets a record on adkats_records_main and adkats_bans as usual, but unlike the plugin, the panel puts a -sync- instead of the group ID of the server.

I have server 1 and server 4 with group ID 1 and 4. Server 1 is off.

 

I manually edit the adkats_bans record to contain *4* and the main record to have Server ID 1.

I join server 4, the ban doesn't get enforced.

 

With this exact scenario I've managed to find out that ban_sync doesnt matter at all in any scenario. Am I correct?

 

Another scenario:

I ban myself with the panel on Server 4.

I manually edit the group ID on tbl_server of server 1, to Group ID 4.

I manually edit the adkats_records_main record to have server ID 1.

 

Now I join Server 4, the ban is enforced.

So this means that the plugin will look to see if any bans assigned to any server ID if they have the same Group ID as Server 1, and if it is, then those bans are enforced. This means that ban_sync column has not been used.

I change the ban_sync from -sync- to nothing, and the ban is still enforced.

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Originally Posted by ColColonCleaner*:

 

Issue: Ingame: You can forgive a player even if he got 0 punishment points, resulting in below 0 total punishment points.

 

Is this supposed to work like this?

It was intended to work that way at the start, but over time became apparent that it should not.
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Originally Posted by ColColonCleaner*:

 

lol ok :smile:

 

Btw, the following question to either one of you two who can answer me:

Was bored and testing...

If I understood it right from my search on this thread, the ban_sync column is equal to the group ID the ban is enforced on?

But, does the ban_sync column even matter?

 

Right now I've tried multiple scenarios and here's the last one:

I've banned myself through the panel on Server 4

It sets a record on adkats_records_main and adkats_bans as usual, but unlike the plugin, the panel puts a -sync- instead of the group ID of the server.

I have server 1 and server 4 with group ID 1 and 4. Server 1 is off.

 

I manually edit the adkats_bans record to contain *4* and the main record to have Server ID 1.

I join server 4, the ban doesn't get enforced.

 

With this exact scenario I've managed to find out that ban_sync doesnt matter at all in any scenario. Am I correct?

 

Another scenario:

I ban myself with the panel on Server 4.

I manually edit the group ID on tbl_server of server 1, to Group ID 4.

I manually edit the adkats_records_main record to have server ID 1.

 

Now I join Server 4, the ban is enforced.

So this means that the plugin will look to see if any bans assigned to any server ID if they have the same Group ID as Server 1, and if it is, then those bans are enforced. This means that ban_sync column has not been used.

I change the ban_sync from -async- to nothing, and the ban is still enforced.

Ban sync column was added in the first iteration of the ban enforcer, when we were still attempting to hold local ban lists in procon for consistency with other plugins. That method of doing things was removed long ago, and all data currently held in that column is garbage.

 

By the way, the numbers held in there are server IDs, not group IDs, -sync- being a reset case for refresh. The column serves no purpose, and is only still kept there to avoid causing issues with users running antiquated versions and back porting, and even then it may not be needed.

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Originally Posted by iraqiboy90*:

 

Ban sync column was added in the first iteration of the ban enforcer, when we were still attempting to hold local ban lists in procon for consistency with other plugins. That method of doing things was removed long ago, and all data currently held in that column is garbage.

 

By the way, the numbers held in there are server IDs, not group IDs, -sync- being a reset case for refresh. The column serves no purpose, and is only still kept there to avoid causing issues with users running antiquated versions and back porting, and even then it may not be needed.

thanks for the reply
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Originally Posted by iraqiboy90*:

 

There are no side-effects to those errors. I'll try to find out why it's attempting to fetch authorized soldiers before any users are loaded.

Is there any possibility that this could be caused by any cashing system? Perhaps any plugin caching by procon, if any?
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Originally Posted by Lugresky*:

 

After today's patch adkats displays errors

 

Code:

EXCEPTION-6600-D-FetchPlayerBattlelogInformation-BattlelogComm44: [Error fetching BFHL player info][System.Net.WebException: The operation has timed out
   at System.Net.WebClient.DownloadDataInternal(Uri address, WebRequest& request)
   at System.Net.WebClient.DownloadString(Uri address)
   at System.Net.WebClient.DownloadString(String address)
   at PRoConEvents.AdKats.FetchPlayerBattlelogInformation(AdKatsPlayer aPlayer)]
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Originally Posted by ColColonCleaner*:

 

After today's patch adkats displays errors

 

Code:

EXCEPTION-6600-D-FetchPlayerBattlelogInformation-BattlelogComm44: [Error fetching BFHL player info][System.Net.WebException: The operation has timed out
   at System.Net.WebClient.DownloadDataInternal(Uri address, WebRequest& request)
   at System.Net.WebClient.DownloadString(Uri address)
   at System.Net.WebClient.DownloadString(String address)
   at PRoConEvents.AdKats.FetchPlayerBattlelogInformation(AdKatsPlayer aPlayer)]
Someone posted issues along the same lines with the loadout enforcer earlier today. It appears to be an issue with battlelog, and if that's the case it won't last long. Try updating to the latest test version. If that doesn't help, i'd suggest waiting a short while for battlelog's services to be stable again.

 

If that still does not fix the issue, then i'll need to look into what they changed for hardline.

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Originally Posted by Lompiie*:

 

Hey guys,.... now, all is running.

But i'cant use Admin Commands in Chat.

 

 

Example in Chat: Type !yell Hi

Output in Chat : Your role Default Guest (Power Level 16) cannot use Admin Yell.

 

I'm in AdKats Plugin FULL ADMIN but i can't use any Command.

 

Need help.

 

Greeting David

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Originally Posted by ColColonCleaner*:

 

Hey guys,.... now, all is running.

But i'cant use Admin Commands in Chat.

 

 

Example in Chat: Type !yell Hi

Output in Chat : Your role Default Guest (Power Level 16) cannot use Admin Yell.

 

I'm in AdKats Plugin FULL ADMIN but i can't use any Command.

 

Need help.

 

Greeting David

You probably haven't added your soldier to your user. Under your user type your soldier name in the 'add soldier' field. Users can have multiple soldiers on multiple games.
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Originally Posted by Lompiie*:

 

Next try i wirte my name into Add Soldier and now i join of Server Result ---> Your role Full Admin (Power Level 12) cannot use Admin Yell.

Unbenannt.JPG

 

EDIT :

 

My fault, Admin yell was of Deny :ohmy:

 

now i can wirte as Admin on Server Thanks for the Help about the Soldier

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Originally Posted by ColColonCleaner*:

 

Next try i wirte my name into Add Soldier and now i join of Server Result ---> Your role Full Admin (Power Level 12) cannot use Admin Yell.

Unbenannt.JPG

 

EDIT :

 

My fault, Admin yell was of Deny :ohmy:

 

now i can wirte as Admin on Server Thanks for the Help about the Soldier

Your full admin role should have a much higher power level than that...up in the 150s. Remember to allow the appropriate commands for that role.
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Originally Posted by MRniceGuy*:

 

Hi

i have servers and lots of admins

so i have notice that some of admins are getting +50 kill streaks using !killme

for example they use jets to kill and then before they get destroyed they get out and using !killme so the death doesnt count and their

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Originally Posted by iraqiboy90*:

 

Hi

i have servers and lots of admins

so i have notice that some of admins are getting +50 kill streaks using !killme

for example they use jets to kill and then before they get destroyed they get out and using !killme so the death doesnt count and their

Yes, this is how the admin kill works.

Same story with !kill. No death count.

 

I guess you can make a policy disallowing this "unfair" advantage...

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Originally Posted by ColColonCleaner*:

 

Hi

i have servers and lots of admins

so i have notice that some of admins are getting +50 kill streaks using !killme

for example they use jets to kill and then before they get destroyed they get out and using !killme so the death doesnt count and their

Looks like you have some fresh ripe admin abuse on your hands. Disable that command for those people would be the best route.

 

Adding a timeout on that command wouldn't be out of the question either, and really easy to do. I already have a method in place for command timeouts. I'll just add a 10 minute timeout on killme.

 

Keep in mind though, even if I add this timeout admins can just use /kill or /fkill to kill themselves, just like using /killme. Killme was meant for usage by normal people in the server, since you can't target it at someone else.

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Originally Posted by dyn*:

 

Potential issue with TeamSpeak player monitor:

 

Players are on TS and in game, the query client for that particular procon layer / server is connected (can be seen in user list), but players are not being added to any of the white lists. Confirmed by looking at Teamspeaker Players (Display) list. This was the case across 2 game servers.

 

After toggling Enable Teamspeak Player Monitor to 'False' and then back to 'True' the issue was fixed.

 

Any thoughts?

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Originally Posted by ColColonCleaner*:

 

Potential issue with TeamSpeak player monitor:

 

Players are on TS and in game, the query client for that particular procon layer / server is connected (can be seen in user list), but players are not being added to any of the white lists. Confirmed by looking at Teamspeaker Players (Display) list. This was the case across 2 game servers.

 

After toggling Enable Teamspeak Player Monitor to 'False' and then back to 'True' the issue was fixed.

 

Any thoughts?

We are building in some internal changes for that system soon, so I'll have a chance to look into this then.
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Originally Posted by dyn*:

 

We are building in some internal changes for that system soon, so I'll have a chance to look into this then.

Great to hear! Right now it does not appear to be working as intended. In addition to not adding players to the list, players who are not on TS are being tracked as a TS player. The list seems to be continually changing. Using 6.6.0.6 currently.
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