10.06.2010, 13:03
Dear Incognito 
We've been using the audio plugin for about half a year now (huh, time goes by rapidly lately) and it has dramatically changed our gameplay, so thank you once more for your work.
I was thinking about improving our way of banning and it lead me to your audio client. I thought about finding out a unique hardware ID (like CPU serial number) and sending it to the TCP server while connecting. The ID would then be send to PAWN through Audio_OnClientConnect() - I could recognise it and eventually refuse access to the server if the audio client is not connected or if the ID turned out to be banned.
It is more or less the method used in TeamSpeak 3. We could use another client and server and require our players to modify their game in yet another way, but it can be done in the audio client with so much less pain for both our players and our machine not having to deal with another server application.
How about that?

We've been using the audio plugin for about half a year now (huh, time goes by rapidly lately) and it has dramatically changed our gameplay, so thank you once more for your work.
I was thinking about improving our way of banning and it lead me to your audio client. I thought about finding out a unique hardware ID (like CPU serial number) and sending it to the TCP server while connecting. The ID would then be send to PAWN through Audio_OnClientConnect() - I could recognise it and eventually refuse access to the server if the audio client is not connected or if the ID turned out to be banned.
It is more or less the method used in TeamSpeak 3. We could use another client and server and require our players to modify their game in yet another way, but it can be done in the audio client with so much less pain for both our players and our machine not having to deal with another server application.
How about that?
