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Teamspeak 3 Sync


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Originally Posted by Imisnew2*:

 

I'll post the snippet when I get back home.

 

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There is no easy way to check whether to turn on swapping until each team has X players. I don't why you would want to: you could have 32 people on Team 1 and 1 person on Team 2, all sitting in the staging channel. This solution I'm about to give you is not the best way to go about this. As a matter of fact, it will not work correctly when there are no players on a specific team. As long as there is at least 1 player on a team, the plugin will not swap people into teams while there are less than x players on both teamspeak and the game per team.

 

Code:

HashSet<int> tTeamIds = new HashSet<int>();
foreach (var tPlayer in mClientGmInfo) {
    tTeamIds.Add(tPlayer.TeamId);
}

// Move To Staging Channel If:
//   Team Based swapping is off, or
//   The number of players on any team is lower than the team swapping threshold, or
//   Intermission swapping is on and the game is in intermission.
if (!synTeamBasedSwapping
    || tTeamIds.Any(x => getPlayersOnBothServersOnTeam(x).Count < synTeamBasedThreshold)
    || (synIntermissionSwapping && mBetweenRounds))
    {
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Originally Posted by Jaythegreat1*:

 

It's not something I really want to do, but some of the guys suggested it to help prevent people being in a channel by themselves..

 

EDIT: do i copy/paste that section in around line 2382? I tried uploading that and it wouldn't load the plugin.

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Originally Posted by Imisnew2*:

 

Several of the "Teamspeak sync doesn't appear in the plugin list" problems were fixed by fixing a bug in procon. Download the latest version as of this post and you'll be fine.

 

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Originally Posted by Imisnew2*:

 

It's not something I really want to do, but some of the guys suggested it to help prevent people being in a channel by themselves..

 

EDIT: do i copy/paste that section in around line 2382? I tried uploading that and it wouldn't load the plugin.

You need to replace the code that it covers. So basically that "if" statement and the opening bracket.

 

Didn't catch your edit until now.

 

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Originally Posted by b0wzy*:

 

Just out of curiosity, is it possible to setup the plugin so it correctly puts players into the appropriate team name channel?

 

I have 3 channels, Russia, China, and US. But since different maps use different factions, sometimes it will end up putting the Chinese team in the Russian channel.

 

Am I doing something wrong, or is that a limitation?

For now I've just named the channels Team A and Team B...

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Originally Posted by Imisnew2*:

 

Just out of curiosity, is it possible to setup the plugin so it correctly puts players into the appropriate team name channel?

 

I have 3 channels, Russia, China, and US. But since different maps use different factions, sometimes it will end up putting the Chinese team in the Russian channel.

 

Am I doing something wrong, or is that a limitation?

For now I've just named the channels Team A and Team B...

That's a limitation of the plugin. It simply matches the team index (1, 2, etc) to a name.

 

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Originally Posted by Jaythegreat1*:

 

Hmmm.... I must be doing something wrong then. When I paste in the code, I get an exception in procon and it removes the plugin from the list.

 

Here is what I show from line 2378 - 2419 :

 

Code:

public void checkClientForSwap(MasterClient client)
        {
            // Do not proceed if the client is not in either server or if the client is a spectator.
            if (!client.HasGmClient || !client.HasTsClient || client.GmClient.TeamId == 0)
                return;

            // Used for debug print.
            Int32 channelId = client.TsClient.medChannelId.Value;
			
			
			HashSet<int> tTeamIds = new HashSet<int>();
			foreach (var tPlayer in mClientGmInfo) {
			tTeamIds.Add(tPlayer.TeamId);
			}

			// Move To Staging Channel If:
			//   Team Based swapping is off, or
			//   The number of players on any team is lower than the team swapping threshold, or
			//   Intermission swapping is on and the game is in intermission.
			if (!synTeamBasedSwapping|| tTeamIds.Any(x => getPlayersOnBothServersOnTeam(x).Count < synTeamBasedThreshold)|| (synIntermissionSwapping && mBetweenRounds))
			{
                // Don't move players from pickup channels to the staging channel.
                foreach (TeamspeakChannel tsChannel in mPickupChannels)
                    if (tsChannel.tsId == client.TsClient.medChannelId) {
                        debugWrite(dbgSwapping, "[Swapping] - Staging Mode - Skipping Client ({0}) because he/she is in Ch.{1}.", client.TsClient.tsName, client.TsClient.medChannelId);
                        return;
                    }				
				
				// Move the client to the staging channel.
                if (client.TsClient.medChannelId != mStagingChannel.tsId)
                {
                    sendTeamspeakQuery(TeamspeakQuery.buildClientMoveQuery(client.TsClient.tsId.Value, mStagingChannel.tsId.Value));
                    if (!performResponseHandling(Queries.CheckSwapStaging)) return;
                    client.TsClient.medChannelId = mStagingChannel.tsId;
                    debugWrite(dbgSwapping, "[Swapping] - Staging Mode - Client ({0}) from Ch.{1} to Ch.{2}.", client.TsClient.tsName, channelId, client.TsClient.medChannelId);

                    // Check if channels need to be deleted if the option is set.
                    if (chnRemoveOnEmpty)
                        removeChannels();
                }
            }
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Originally Posted by flogir*:

 

Hello,

 

 

I love this plugin in BF3 and i want to configure it on my server for BF4 again.

But i've a probleme with it this time.

 

My TS3 and my server BF4 isnt hosted by the same provider and when my procon IP is in the whiteList procon said:

 

Ts3 Sync: [Error] Make sure your Procon's Ip is in your Teamspeak 3 Server's Whitelist.

 

Is there possible that many IP exist in the whitelist

And if it's true, my provider doesn't want to give it to me for security reason.

 

Solution ?

 

 

Thx and sorry for my english . :mad:

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Originally Posted by Imisnew2*:

 

Hmmm.... I must be doing something wrong then. When I paste in the code, I get an exception in procon and it removes the plugin from the list.

 

Here is what I show from line 2378 - 2419 :

 

Code:

public void checkClientForSwap(MasterClient client)
        {
            // Do not proceed if the client is not in either server or if the client is a spectator.
            if (!client.HasGmClient || !client.HasTsClient || client.GmClient.TeamId == 0)
                return;

            // Used for debug print.
            Int32 channelId = client.TsClient.medChannelId.Value;


HashSet<int> tTeamIds = new HashSet<int>();
foreach (var tPlayer in mClientGmInfo) {
tTeamIds.Add(tPlayer.TeamId);
}

// Move To Staging Channel If:
//   Team Based swapping is off, or
//   The number of players on any team is lower than the team swapping threshold, or
//   Intermission swapping is on and the game is in intermission.
if (!synTeamBasedSwapping|| tTeamIds.Any(x => getPlayersOnBothServersOnTeam(x).Count < synTeamBasedThreshold)|| (synIntermissionSwapping && mBetweenRounds))
{
                // Don't move players from pickup channels to the staging channel.
                foreach (TeamspeakChannel tsChannel in mPickupChannels)
                    if (tsChannel.tsId == client.TsClient.medChannelId) {
                        debugWrite(dbgSwapping, "[Swapping] - Staging Mode - Skipping Client ({0}) because he/she is in Ch.{1}.", client.TsClient.tsName, client.TsClient.medChannelId);
                        return;
                    }

// Move the client to the staging channel.
                if (client.TsClient.medChannelId != mStagingChannel.tsId)
                {
                    sendTeamspeakQuery(TeamspeakQuery.buildClientMoveQuery(client.TsClient.tsId.Value, mStagingChannel.tsId.Value));
                    if (!performResponseHandling(Queries.CheckSwapStaging)) return;
                    client.TsClient.medChannelId = mStagingChannel.tsId;
                    debugWrite(dbgSwapping, "[Swapping] - Staging Mode - Client ({0}) from Ch.{1} to Ch.{2}.", client.TsClient.tsName, channelId, client.TsClient.medChannelId);

                    // Check if channels need to be deleted if the option is set.
                    if (chnRemoveOnEmpty)
                        removeChannels();
                }
            }
I'll get back to you tonight or tomorrow. Busy atm.

 

Sent from my SCH-R530M using Tapatalk

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Originally Posted by Imisnew2*:

 

Hello,

 

 

I love this plugin in BF3 and i want to configure it on my server for BF4 again.

But i've a probleme with it this time.

 

My TS3 and my server BF4 isnt hosted by the same provider and when my procon IP is in the whiteList procon said:

 

Ts3 Sync: [Error] Make sure your Procon's Ip is in your Teamspeak 3 Server's Whitelist.

 

Is there possible that many IP exist in the whitelist

And if it's true, my provider doesn't want to give it to me for security reason.

 

Solution ?

 

 

Thx and sorry for my english . :mad:

I'll be frank: there are several Teamspeak providers out there that will add you to the whitelist; my first recommendation is to switch providers. However, I know that's not always feasible, so there's an option called "delay queries" which you can turn on to try and stop the plugin from getting banned very often. It will slow things down a lot and doesn't scale well. You'll probably get banned from time to time as well. However, that's the best you can do if the host will not put you on the whitelist.

 

Sent from my SCH-R530M using Tapatalk

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Originally Posted by flogir*:

 

My Teamspeak providers add my IP procon to the whitelist, this isn't my probleme.

My probleme is that:

Ts3 Sync: [Error] Make sure your Procon's Ip is in your Teamspeak 3 Server's Whitelist.

 

Why?

i must add another IP in whiteList ? an Machine Ip maybe ?

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Originally Posted by Imisnew2*:

 

My Teamspeak providers add my IP procon to the whitelist, this isn't my probleme.

My probleme is that:

Ts3 Sync: [Error] Make sure your Procon's Ip is in your Teamspeak 3 Server's Whitelist.

 

Why?

i must add another IP in whiteList ? an Machine Ip maybe ?

Make sure you added the ip of your procon and not the ip of the game server or ip of Teamspeak.

 

Additionally, the Teamspeak 3 server must be restarted for any changes to the whitelist to take effect.

 

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Originally Posted by Imisnew2*:

 

Yes, my provider is sure.

Well, the fact that you're getting the message means that a) the Teamspeak server hasn't been restarted yet, or B) the ip in the whitelist is not the ip of your procon. It can't be anything else.

 

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Originally Posted by Fonta*:

 

Well, the fact that you're getting the message means that a) the Teamspeak server hasn't been restarted yet, or B) the ip in the whitelist is not the ip of your procon. It can't be anything else.

 

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A is not neccesary, TS will take a look in the list time to time.
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Originally Posted by Imisnew2*:

 

You need to replace the code that it covers. So basically that "if" statement and the opening bracket.

 

Didn't catch your edit until now.

 

Sent from my SCH-R530M using Tapatalk

Hey Jay, I realized what I did. I forgot to tell you to add

 

Code:

using System.Linq;
To the list of "using" statements near the top of the file (line 25 or so). My development environment added it for me. Whoops.

 

Also, I've posted the top of the function for you as well (should provide enough context to copy-paste, I hope).

 

Code:

public void checkClientForSwap(MasterClient client)
        {
            // Do not proceed if the client is not in either server or if the client is a spectator.
            if (!client.HasGmClient || !client.HasTsClient || client.GmClient.TeamId == 0)
                return;

            // Used for debug print.
            Int32 channelId = client.TsClient.medChannelId.Value;

            HashSet<int> tTeamIds = new HashSet<int>();
            foreach (var tPlayer in mClientGmInfo) {
                tTeamIds.Add(tPlayer.TeamId);
            }

            // Move To Staging Channel If:
            //   Team Based swapping is off, or
            //   The number of players on any team is lower than the team swapping threshold, or
            //   Intermission swapping is on and the game is in intermission.
            if (!synTeamBasedSwapping
                || tTeamIds.Any(x => getPlayersOnBothServersOnTeam(x).Count < synTeamBasedThreshold)
                || (synIntermissionSwapping && mBetweenRounds))
                {
                // Don't move players from pickup channels to the staging channel.
                foreach (TeamspeakChannel tsChannel in mPickupChannels)
                    if (tsChannel.tsId == client.TsClient.medChannelId) {
                        debugWrite(dbgSwapping, "[Swapping] - Staging Mode - Skipping Client ({0}) because he/she is in Ch.{1}.", client.TsClient.tsName, client.TsClient.medChannelId);
                        return;
                    }

                // Move the client to the staging channel.
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Originally Posted by sohaib17*:

 

Hi!

Does this plugin allow command based swapping? Like, instead of time based syncing I issue a command @syncnow and it syncs the players into their respective channel?

This is because sometimes we are just playing randomly (TDM etc) and don't need player syncing.. Thanks!

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Originally Posted by WarGasimXD*:

 

How are you guys getting this to work with BF4 and BF3 now with the procon update__, I cannot even get it to show up in procon for BF4 and BF3 no more. I uploaded to the /plugins/bf4 folder/ and /plugins/bf3 folder still not luck with it showing up in procon for me to use (yes I restarted the procon server) They worked fine till the 1.4.1.2 update

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Originally Posted by Imisnew2*:

 

How are you guys getting this to work with BF4, I cannot even get it to show up in procon for BF4, sync shows up fine in BF3 procons. I uploaded to the /plugins/bf4 folder/ and still not luck with it showing up in procon for me to use (yes I restarted the procon server)

Out of curiosity, which version of procon are you using?

 

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Originally Posted by Imisnew2*:

 

Nope I do not see any, I see the my other plugins in the logs.

What does it say when it's compiling and loading plugins? If there's nothing in the plugin logs, then something isn't setup right so that procon doesn't see the plugin.

 

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