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Originally Posted by IAF-SDS*:

 

Gmail indeed works. It's what I have been using since BFBC2.

 

Just set up a free gmail.com email account and you'll get this working quickly and easily.

 

Your settings would then look like this:

 

4. Email Settings

Always send email notifications: Yes

Use SSL? Yes

SMTP-Server address: smtp.gmail.com

SMTP-Server port: 587

Sender address: [email protected]

 

SMTP-Server username: [email protected]

SMTP-Server password: YourPassword

 

 

 

@Morpheus, I really like the new table you created with the EA GUIDS and other info. Great work and nice upgrade.

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Originally Posted by GhostSheets*:

 

Plugin updated

The plugin has been adapted a bit to fully work with BF4.

I've also removed a bug sending the notification-emails twice.

 

Attention: you'll need to re-configure your plugin and delete the old NotifyMe.cs file from all plugin folders since the plugin structure has been changed!

 

Download: https://github.com/MorpheusXAUT/Notify-Me/tags

Is there a way with this plugin or another plugin to have an email sent when a certain number of players (usually a large volume) leave the server abruptly?

 

I think you see where I'm going with this? :smile:

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Originally Posted by tonnic*:

 

Gmail indeed works. It's what I have been using since BFBC2.

 

Just set up a free gmail.com email account and you'll get this working quickly and easily.

 

Your settings would then look like this:

 

4. Email Settings

Always send email notifications: Yes

Use SSL? Yes

SMTP-Server address: smtp.gmail.com

SMTP-Server port: 587

Sender address: [email protected]

 

SMTP-Server username: [email protected]

SMTP-Server password: YourPassword

 

 

 

@Morpheus, I really like the new table you created with the EA GUIDS and other info. Great work and nice upgrade.

I tried gmail and I thought Morpheus said it didn't work. Are you using gmail?
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Originally Posted by IAF-SDS*:

 

Of course. I said clearly above that Im using gmail and have been using it with NotifyMe since BFBC2.

 

It works without any problem.

 

Set exactly the settings I have set above in bold, except substitute YourEmail and YourPassword of course.

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Originally Posted by tonnic*:

 

Of course. I said clearly above that Im using gmail and have been using it with NotifyMe since BFBC2.

 

It works without any problem.

 

Set exactly the settings I have set above in bold, except substitute YourEmail and YourPassword of course.

I tried with a google apps version, so its not @gmail.com but it is gmail. Perhaps I'll try with a gmail.com address.
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Originally Posted by Nestor-one*:

 

Someone got any Tipps for me how to handle the following Problem?

 

[20:48:48 11] Notify Me!: Error while sending mails: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Net.Mail.SmtpPermission, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

bei System.Security.CodeAccessSecurityEngine.Check(Obj ect demand, StackCrawlMark& stackMark, Boolean isPermSet)

bei System.Security.CodeAccessPermission.Demand()

bei System.Net.Mail.SmtpClient.Initialize()

bei System.Net.Mail.SmtpClient..ctor(String host, Int32 port)

bei PRoConEvents.CNotifyMe.EmailWrite(String subject, String body)

Die Aktion, bei der ein Fehler aufgetreten ist:

Demand

Der Typ der ersten Berechtigung, bei der ein Fehler aufgetreten ist:

System.Net.Mail.SmtpPermission

Die Zone der Assembly, bei der ein Fehler aufgetreten ist:

MyComputer

[20:48:48 11] Notify Me!: H5N1-Asia requested an admin!

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Originally Posted by MorpheusX(AUT)*:

 

Is there a way with this plugin or another plugin to have an email sent when a certain number of players (usually a large volume) leave the server abruptly?

 

I think you see where I'm going with this? :smile:

That's more likely the job of the FailLog plugin, which can already report blazes via Email :ohmy:
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Originally Posted by MorpheusX(AUT)*:

 

Someone got any Tipps for me how to handle the following Problem?

 

[20:48:48 11] Notify Me!: Error while sending mails: System.Security.SecurityException: Fehler bei der Anforderung des Berechtigungstyps "System.Net.Mail.SmtpPermission, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089".

bei System.Security.CodeAccessSecurityEngine.Check(Obj ect demand, StackCrawlMark& stackMark, Boolean isPermSet)

bei System.Security.CodeAccessPermission.Demand()

bei System.Net.Mail.SmtpClient.Initialize()

bei System.Net.Mail.SmtpClient..ctor(String host, Int32 port)

bei PRoConEvents.CNotifyMe.EmailWrite(String subject, String body)

Die Aktion, bei der ein Fehler aufgetreten ist:

Demand

Der Typ der ersten Berechtigung, bei der ein Fehler aufgetreten ist:

System.Net.Mail.SmtpPermission

Die Zone der Assembly, bei der ein Fehler aufgetreten ist:

MyComputer

[20:48:48 11] Notify Me!: H5N1-Asia requested an admin!

Your Procon layer doesn't seem to allow outgoing email (seperate setting when the sandbox is enabled).

You'll have to get your host to allow this setting in order to use the plugin's email reporting.

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Originally Posted by Nestor-one*:

 

Your Procon layer doesn't seem to allow outgoing email (seperate setting when the sandbox is enabled).

You'll have to get your host to allow this setting in order to use the plugin's email reporting.

We allready disabled the Procon Sandboxfunction but the Error seem to be still the same...some additional Tipps where we can find such permission?

 

thx

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Originally Posted by MorpheusX(AUT)*:

 

We allready disabled the Procon Sandboxfunction but the Error seem to be still the same...some additional Tipps where we can find such permission?

 

thx

You cannot disable the sandbox with your local client while connected to your Procon layer (I'm guessing that's what you've tried). This will need to be changed with your Procon layer host.
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Originally Posted by MorpheusX(AUT)*:

 

I tried gmail and I thought Morpheus said it didn't work. Are you using gmail?

My observations were that the plugin kept timing out while trying to connect to the SMTP server of GMail (using SSL).

It's still possible it works though, it just didn't for me in my quick tests :smile:

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Originally Posted by tonnic*:

 

My observations were that the plugin kept timing out while trying to connect to the SMTP server of GMail (using SSL).

It's still possible it works though, it just didn't for me in my quick tests :smile:

Maybe your firewall port wasn't opened up? I added an inclusive rule to allow the SSL ports.

 

Also, when people use !calladmin it says that there are no admins online, but we are ingame :ohmy:

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Originally Posted by IAF-SDS*:

 

Also, when people use !calladmin it says that there are no admins online, but we are ingame :ohmy:

Yes, I noticed this too. It erroneously shows there are no admins online when we are in the server.

 

If not too much trouble, I would prefer an option to disable the automatic message about whether or not admins are online when someone calls for one. I have found many times that troublemakers will use this as a quick way to see if they are safe to cause trouble by confirming if an admin is online. I have it set up to notify admins in ProCon, by email, and in the server when someone calls for an admin, so I would rather not announce to the whole server that an admin is not in there when they call for one.

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Originally Posted by MorpheusX(AUT)*:

 

Maybe your firewall port wasn't opened up? I added an inclusive rule to allow the SSL ports.

 

Also, when people use !calladmin it says that there are no admins online, but we are ingame :ohmy:

I use the very same connection details for my Thunderbird email client, so I highly doubt that.

 

Regarding the admin-listing: I might have seen something like this too, not sure about the cause though. Will have to check it once I find time, which might just be next week.

 

Yes, I noticed this too. It erroneously shows there are no admins online when we are in the server.

 

If not too much trouble, I would prefer an option to disable the automatic message about whether or not admins are online when someone calls for one. I have found many times that troublemakers will use this as a quick way to see if they are safe to cause trouble by confirming if an admin is online. I have it set up to notify admins in ProCon, by email, and in the server when someone calls for an admin, so I would rather not announce to the whole server that an admin is not in there when they call for one.

The messages about admins not being online should just go to one player, at least I think so :biggrin:

I might add settings to toggle those messages though, again, once I find the time to do so :smile:

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Originally Posted by Fonta*:

 

Also here:

when typing !admins it shows all the admins online

but when typing !admin it says there are no admins online and it does notify the ingame admins through chat and sends e-mails.

 

Also a request on this plugin.

Can you make an option to enforce an readon from the player requesting an admin?

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Originally Posted by npggefvert*:

 

Similar issues - I am getting the 'No admins in game' when sending a message to an admin, then it tries to send the email, when I am in fact in game as an admin.

 

Email sending via authenticated SSL over port 465 does not work. The only debug info I can provide from ProCon is that the SMTP send process is timing out. The layer server is behind my own firewall that is not blocking this traffic, and an SMTP client from within the same LAN can send messages out via authenticated SSL over the same port.

 

This definitely worked in an earlier install of ProCon running for a BF3 server with an earlier version of the plugin, but this is a completely new ProCon layer, so it must be something with this new version. No plugins are running in a sandbox.

 

I would be happy to provide any debugging info necessary. Perhaps a verbose logging option to show what the actual SMTP failure is?

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Originally Posted by MorpheusX(AUT)*:

 

Also here:

when typing !admins it shows all the admins online

but when typing !admin it says there are no admins online and it does notify the ingame admins through chat and sends e-mails.

Similar issues - I am getting the 'No admins in game' when sending a message to an admin, then it tries to send the email, when I am in fact in game as an admin.

As noted in the few posts above, this is known.

 

Email sending via authenticated SSL over port 465 does not work. The only debug info I can provide from ProCon is that the SMTP send process is timing out. The layer server is behind my own firewall that is not blocking this traffic, and an SMTP client from within the same LAN can send messages out via authenticated SSL over the same port.

 

This definitely worked in an earlier install of ProCon running for a BF3 server with an earlier version of the plugin, but this is a completely new ProCon layer, so it must be something with this new version. No plugins are running in a sandbox.

 

I would be happy to provide any debugging info necessary. Perhaps a verbose logging option to show what the actual SMTP failure is?

Also mentioned a few posts ago: known, but most likely not fixable on my end. It seems like the SmtpClient the .NET Framework provides cannot handle all types of SSL connections (it appears to work better with "older" ones, but has quite some problems with "newer" connection types).

Unfortunately, there's not even more information to log since the SmtpClient does not provide more info than the timeout (it doesn't throw errors or likewise).

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Originally Posted by MorpheusX(AUT)*:

 

After a reboot (bf4-servers, conquest, rush, defuse and tdm, i3d), the command !admins does not work anymore.

Also after a fresh install and no changes in the config.

See above. Broken. Will be fixed in next release.

Please read at least the last page before posting.

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Originally Posted by IAF-SDS*:

 

Yes, I noticed this too. It erroneously shows there are no admins online when we are in the server.

 

If not too much trouble, I would prefer an option to disable the automatic message about whether or not admins are online when someone calls for one. I have found many times that troublemakers will use this as a quick way to see if they are safe to cause trouble by confirming if an admin is online. I have it set up to notify admins in ProCon, by email, and in the server when someone calls for an admin, so I would rather not announce to the whole server that an admin is not in there when they call for one.

Hey Morpheus,

 

If you have a chance when you update the next version of Notify Me, please also consider this:

 

Please add a requirement for a reason to accompany every @admin call done by the player. If they type @admin without a reason behind it, a message would show up and tell them they must type @admin with a reason. Vote Ban and Vote Map have messages similar to this when something is typed incomplete.

 

Code:

[b]Example from Vote Ban:[/b]
---------- %1% = voter %2% = vote ban command ----------
say "%1% - The FIRST %2% request must include the REASON:   %2%  <Player Name>  <Reason>" all


[b]Example from Vote Map:[/b]
  this.ExecuteCommand("procon.protected.send", "admin.say", speaker + ": If you are trying to vote, you seem to have forgotten the / in front of the map number.", "player", speaker);
No matter how clear I am in the server messages, most of the players just type @admin with no reason, and Im seeing a pattern where admins are just totally ignoring admin calls that do not include reasons because they treat them with less priority over an admin call that would clearly state there's a hacker in the server, for example.
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Originally Posted by MorpheusX(AUT)*:

 

@IAF SDS: makes sense and should not be too hard to include

 

@general: I won't find time to work on the next version until Wednesday earliest, probably more like end of next week. I'll include IAF SDS' last request and the fixes mentioned before.

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Originally Posted by xcite*:

 

Greetings once more MorpheusX(AUT) !!!

 

Are you ignoring my messages? Ok... My try #4...

 

Could you please add possibility to include PB_GUID (not EA_GUID !!!) in player table of outgoung e-mail notification _!_!?

 

We're uisng PB_GUID based bans on our server, and sometimes it's not possible to find full player PB_GUID using PLAYERNAME and EA_GUID.

 

I'm sure that most of people are using PB_GUID, but it will be great if you will add a switch in plugin settings which GUID should be used for e-mail playertable.

 

E-mail works great! Thanks for you work! This is very usefull plugin! Our admins can react immediately thru their phones even if they're not online! Great!

 

 

Two more suggestion for next release:

 

1. Fix of empty "ClanTag" in Playertable of e-mail notification

2. "KDR" Column - number of digits can be rounded to x.x or x.xx for more convenience

 

Thanks in advance !!!

Edited by maxdralle
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Originally Posted by MorpheusX(AUT)*:

 

Could you please add possibility to include PB_GUID (not EA_GUID !!!) in player table of outgoung e-mail notification _!_!?

https://github.com/MorpheusXAUT/Notify-Me/issues/4

 

2. "KDR" Column - number of digits can be rounded to x.x or x.xx for more convenience

https://github.com/MorpheusXAUT/Notify-Me/issues/5

 

1. Fix of empty "ClanTag" in Playertable of e-mail notification

This is way harder to accomplish than in BC2 since BF3 and BF4 don't transmit clantags and would thus require implementing a Battlelog-Lookup to fetch them from the player's profile.

I'll add it as an issue, but that's quite low priority at the moment.

 

https://github.com/MorpheusXAUT/Notify-Me/issues/6

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Originally Posted by IAF-SDS*:

 

@IAF SDS: makes sense and should not be too hard to include

 

@general: I won't find time to work on the next version until Wednesday earliest, probably more like end of next week. I'll include IAF SDS' last request and the fixes mentioned before.

Thanks Morpheus. Im looking forward to your next version forcing a reason to be included with each @admin call.

 

I know the admins will appreciate it as much as I will.

 

Regarding the clan tags fetching above, I certainly would prefer not to have another plugin hitting battlelog for more requests, so please consider making the clan tag fetch an option if you decide to implement this idea.

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