* Makes admins not count towards the playercount cap
* Update Content.Shared/CCVar/CCVars.Admin.cs (thx Aeshus
Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
* Actually fixes whitespace on the comments
Thanks VScode very good IDE
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Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com>
This should be the primary changes for the future-proof "Modern HWID" system implemented into Robust and the auth server.
HWIDs in the database have been given an additional column representing their version, legacy or modern. This is implemented via an EF Core owned entity. By manually setting the column name of the main value column, we can keep DB compatibility and the migration is just adding some type columns.
This new HWID type has to be plumbed through everywhere, resulting in some breaking changes for the DB layer and such.
New bans and player records are placed with the new modern HWID. Old bans are still checked against legacy HWIDs.
Modern HWIDs are presented with a "V2-" prefix to admins, to allow distinguishing them. This is also integrated into the parsing logic for placing new bans.
There's also some code cleanup to reduce copy pasting around the place from my changes.
Requires latest engine to support ImmutableArray<byte> in NetSerializer.
* Beginnings of making the breadmemes jobs easier
* stuff
* stuff pt. 2
* Stuff pt.3
* Stuff I forgot last time
* Basic whitelist
Only people that are added to the whitelist with the addwhitelist command will be able to join. I call this the "legacy" whitelist
* Remove always deny condition in favor of just breaking if playtime check fails
* Change default whitelist
Default whitelist is now the "legacy" whitelist.
* localization
* Admin check
* minor spelling change
* Fix build
* Whitelist message
* Fix vars not being datafield and spelling mistakes
* Minor spelling mistake
* Change config for salamander
* Reviews and stuff
* Add summaries
* Fix whitelists
* Forgot to add a datafield
* Fixing stuff I guess
* Reuse admin remarks to reduce load when connecting.
* Update log messages to be verbose instead of debug
* Reviews
* whoops
* Explain a bit more how whitelist checking works
* Apply CE's review
* Append Membership to Blacklist and Whitelist conditions
* Fix review comments
* Uncapitalize playerConnectionWhitelist, add to ignored client prototypes
* Make note count field work
* Fix cvar for thingy
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* add debug logs
* Update Model.cs
* fix playtime logic for null playtime
* remove unnecessary condition
* either me or the compiler is having a C# skill issue
This command allows you to grant a player temporary privilege to join regardless of player cap, whitelist, etc. It does not bypass bans.
The API for this is IConnectionManager.AddTemporaryConnectBypass().
I shuffled around the logic inside ConnectionManager. Bans are now checked before panic bunker.
* Throttle people trying to connect to a full server.
To reduce spam/load on the server and connection logs table.
Players are forced to wait 30 seconds after getting denied for "server full", before they can try connecting again.
This code is an absolute nightmare mess. I tried to re-use the existing code for the redial timer but god everything here sucks so much.
Requires https://github.com/space-wizards/RobustToolbox/pull/4487
* Use new NetDisconnectMessage API instead.
* Add admin.bypass_max_players CVar.
Just something to help with debugging the player cap on dev, I don't expect this to ever be disabled on real servers.
Server config now provide appeals forum link, game admins won't need to type it out manually anymore.
Add warning about trying to ban evade.
Cleaned up code a bit.
* Soft player cap that lets in only admins.
* Update Content.Server/Connection/ConnectionManager.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update Content.Server/Connection/ConnectionManager.cs
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>