27.08.2016, 00:30
Quote:
I took a quick look at source code and it seems that only bans issued by NexAC are sent to master server. |
Quote:
call a callback when a global banned player connects instead of auto kicking it |
Quote:
I see you allow servers to issue global bans since they are registered on your master server. What if some malicious SA-MP servers send fake global bans? You should reject all bans unless issuer is trustable. |
Basically, all bans are sent into a review queue before they are permanently enforced. All bans can be traced back to individual servers by an API key unique to the server. Servers which send false bans (by triggering one of many tracking systems) get their API Key automagically suspended by the system. As of the present moment, any ban that is issued and added to the review queue is a 12 month ban (which will change once the review system is activated).
Future updates will issue a 48 hour ban to any player suspected of cheating and submit the global ban request to a review queue. The requests in the queue will be reviewed by a human, and either approved (made permanent) or rejected (reversed). The next big task is to make the proper panel.
Quote:
I took a quick look at source code and it seems that only bans issued by NexAC are sent to master server. |
---
So, based on above suggestions, i've compiled the following list of things i'm going to be doing tonight for the 1.2 development branch:
TO DO List:
- Add nex-ac language files into the downloadable package.
- Add a callback for handling bans
- Add local whitelisting
- Add a hook for OnCheatDetected
- Security updates to prevent flooding.
- Fix two bugs resulting in false bans.
- Start on Sprunkbuster cloud panel.