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- replace g_antiFakePlayer -> sv_antiFakePlayer (1, 2) - replace g_maxConnPerIP -> sv_maxConnPerIP
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As far as I understand the problem in Issue #1146 , wouldn't it also work to make sure IPstring is purged on disconnect? What would make the solution here better? |
If it was cleared in game module that might be fine. If in server, not so good. It'd be nice to solve this in a way that doesn't require an engine update. That said, this is a nice and long overdue cleanup of the code either way and certainly can't hurt. Also, is it possible that the ip is not deleted in order to detect reconnets? |
Daggolin
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As the old implementation wasn't working correctly anyway and incorrectly rejected clients, I would prefer if we took this opportunity to merge the antiFakePlayer cvars into the maxConnPerIP cvars with 0 serving as value for off. The term antiFakePlayer doesn't suggest that it's an on/off switch for maxConnPerIP.
I am approving this pull request anyway, because either way is fine.
Fixed connection status checks in
g_antiFakePlayer.Replicated the check in the engine.
g_antiFakePlayer->sv_antiFakePlayerg_maxConnPerIP->sv_maxConnPerIPFixes #1146