R77 Community Forum Archive

Major Projects => VectorNet => Topic started by: Vector on November 26, 2008, 06:08:40 PM

Title: VectorNet suggestions
Post by: Vector on November 26, 2008, 06:08:40 PM
If you have any suggestions, please post them here.
Title: VectorNet suggestions
Post by: ArticWolve on November 26, 2008, 06:40:03 PM
1) Make the plugin use a pop-up message box; 2) Make a client for this; 3) majority rule with minority rights; 4) Automated tech support for bots; 5) Ability to connect without being connected to Battle.Net
Title: VectorNet suggestions
Post by: Vector on November 26, 2008, 08:54:58 PM
Quote from: Shadow
1) Make the plugin use a pop-up message box; 2) Make a client for this; 3) majority rule with minority rights; 4) Automated tech support for bots; 5) Ability to connect without being connected to Battle.Net
1. The client is sufficient enough.
2. I have already done so. See the stickied topic.
3. That's if I did not make a client. I would then have to implement forms.
4. Explain more.
5. This is possible. You just do /vn connect without actually connecting to battle.net.
Title: VectorNet suggestions
Post by: Zakara on November 27, 2008, 05:15:08 PM
4) Have a stand alone client that is for tech supporting Fail Bots/Stealth Bots/Fool Ops etc (Basic trouble shooting) that can be loaded by anyone (LIMIT ONE). Seeing as THIS computer (which is mine and Shadow's) is on almost 24/7, we could load that client.

5) It doesn't connect on the beta. It wants to send it to battle net first.
Title: VectorNet suggestions
Post by: Hero on November 30, 2008, 07:57:40 PM
DoBeep when the VectorNet client is not  currently focused and a new VectorNet message is  received.
Title: VectorNet suggestions
Post by: Vector on December 01, 2008, 01:04:22 PM
I'm adding in moderation abilities right now (/ban and /kick so far).

I will get to the other abilities later, like /makemod and stuff like that.
Title: VectorNet suggestions
Post by: Vector on December 01, 2008, 04:35:13 PM
/ban and /kick work.

I can't, for some reason, get it to update with a new compile, but it works from within VB6.....

I will see what I can do about updating it.
Title: VectorNet suggestions
Post by: ArticWolve on December 01, 2008, 04:56:26 PM
Sweetness.... Keep up the GOOD work lol

Edit: The server and host client crash NF's connection (proxies/sometimes all) to battle net. I noticed it, but didn't say anything until I was sure.
Title: VectorNet suggestions
Post by: ArticWolve on January 03, 2009, 09:28:10 AM
~Bump~
Channels: Channels, Password protect channels, Silent channel (like The Void on Battle Net), A user can become a Temp Op if he/she is only user in channel
Moderation: Timeban, Admins view IPs, Admins can make Mods and Channel specific operators, Operators (Can kick, but not ban and cannot view IPs)
Features: Name Coloring (Admins, Moderators, Operators (Customized per VNClient)) and friends list (For authorization based on IP, but the IP isnt shown, only the current username)

Fix the Ctrl + X glitch where you can highlight text and cut it.
Title: VectorNet suggestions
Post by: Vector on January 03, 2009, 09:37:50 AM
Quote from: Shadow
~Bump~
Channels: Channels, Password protect channels, Silent channel (like The Void on Battle Net), A user can become a Temp Op if he/she is only user in channel
Moderation: Timeban, Admins view IPs, Admins can make Mods and Channel specific operators, Operators (Can kick, but not ban and cannot view IPs)
Features: Name Coloring (Admins, Moderators, Operators (Customized per VNClient)) and friends list (For authorization based on IP, but the IP isnt shown, only the current username)

Fix the Ctrl + X glitch where you can highlight text and cut it.
Highlight glitch fixed. Working on channels. I already have /makemod and /makeadmin from the console. For some reason, when an authorized user uses /kick or /ban, it disconnects everyone else.

I will work on all of those that you mentioned, but I will get channeling to work first before I attempt to make password-protected, etc. I don't like the idea of password-protected, though. Instead, I'll have authorized channels and such. Things like "warez", or "backstage" on battle.net.
Title: VectorNet suggestions
Post by: Hero on January 03, 2009, 09:38:44 AM
Server and Channel Ban/Kick

/ban <user> [--serv/--server]
/kick <user> [--serv/--server]
Title: VectorNet suggestions
Post by: Vector on January 03, 2009, 12:33:30 PM
Quote from: Hero
Server and Channel Ban/Kick

/ban <user> [--serv/--server]
/kick <user> [--serv/--server]
If I want to do this, I'll add it. Looks good.
Title: VectorNet suggestions
Post by: Jd on January 04, 2009, 06:21:40 PM
Most of these suggestions might have already been suggested but i will edit this post as new ideas roll through as always lmao.

1) Multiple tabbed chat rooms for more than 1 instance of chatting.

2) More commands on the toolbar such as  "Settings" - "Profiles" etc..

3) Better look & feel of the layout for VectorNet "No offense!" <1337!!

4) Possibly giving VN the feature to use IRC protocol etc.. for IRC Chat enviroments.

5) About VN form, to explain what the application stands for and does "also including": people who helped with VN etc.

6) Help menu for quick and easy questions, faqs or Problem Solvers.

7) Possibly a live tech tool for the VN "Built in" not saying like "VNC" or "TeamViewer" just a quick helper tool.

8) Fix up your topic for VN "Protocol" to give users the ability of quick and easy built Chat systems that bind with VN.

9) Better Chat handling such as, "Fixing the Click or Boink as John likes to call it" when you send a Message.

-Jd
Title: VectorNet suggestions
Post by: ArticWolve on January 04, 2009, 06:33:35 PM
1) Uh... flood much? Unless you are talking about different servers, then yes.
2) Hrm, thatd be nice...... only viable if server authentication is being used
3) Its free, what do you expect? Yes it does need a better look...... maybe customization?
4) also aim/msn/yahoo etc IF POSSIBLE
5) Uh he means a Help --> About Popup. Yeah, I agree, it should have one.
6) Agreed.
7) Problem checker?
8) I dont think that is visible to users...... I havent really looked at it anyways.
9) Agreed.... and ROFL!!!!!!

Prevent "Nullstrings" from being sent ><
Add flooding out
Add idle bot like in BTS @ West (Only sends messages or gives current computer time)
Winamp and Windows media player controls or menu?
More to come!
Title: VectorNet suggestions
Post by: Vector on January 05, 2009, 11:27:47 AM
I am rebuffing both the client interface, and, maybe, how the server handles mods / admins in the userlist.

The client will start in the chat form, and will have a separate options form for the server, etc. It will remember the last server used, so you don't have to put it in everytime. This will prevent the main form from disappearing when the server is not up.
Title: VectorNet suggestions
Post by: ArticWolve on January 05, 2009, 04:09:37 PM
Seen the picture of it. Coming along good
Title: VectorNet suggestions
Post by: Vector on January 06, 2009, 12:35:15 AM
I am also re-doing the way the server handles usernames, including mods / admins in the uerlist who take priority place over normal members. I won't use a separate array for them. Instead, its all based on first finding a match in the original array, and then doing a comparison from that match, to the users on the userlist.

It will reduce the caveats involved previously with the server.

Things are turning out for the best.
Title: VectorNet suggestions
Post by: Vector on January 06, 2009, 10:53:07 AM
Here is a little spoiler on how the progress is going:

[img]http://rev77.net/channels.jpg" border="0" class="linked-image" /]
Title: VectorNet suggestions
Post by: ArticWolve on January 09, 2009, 06:28:47 AM
Suggestion: Make the flood out customizable and have the plugin queue the send to server messages for a split second.
Flood out should be based upon the following:
Number of messages sent per time elapsed (messages per time in seconds);
Number of connections (connections per time in seconds);
Penalty: Customizeable, warning, kick, time ban, four hour suspension, ban (That order for my server ) --Server keeps track of how many times you "flooded" or "spammed"

More to come at another time!
Title: VectorNet suggestions
Post by: Zakara on January 14, 2009, 05:23:30 AM
Quote from: ~Shadow~
Suggestion: Make the flood out customizable and have the plugin queue the send to server messages for a split second.
Flood out should be based upon the following:
Number of messages sent per time elapsed (messages per time in seconds);
Number of connections (connections per time in seconds);
Penalty: Customizeable, warning, kick, time ban, four hour suspension, ban (That order for my server  ) --Server keeps track of how many times you "flooded" or "spammed"

More to come at another time!

I kind of agree. Flood settings should be server specific, not global, along with a tickbox that says: "Enable Flood Protection?". Also, is there anyway to make the packets part of the server, so that when a user connects (example), it [the server] sends the packet. The connection deciphers the packet and then proceeds via the packets' instructions. This way, a noob like bob will not be able to "fake" a disconnect. Just wondering if it is possible, and yes, I am aware of the major overhaul it would impose.

Also, is there the possibility of games on vectornet? Like Uno, Guess the word, Rummy, Spades... etc so that we draw in more users instead of just a chat oriented program?

Edited it back. -Shadow.
Stop calling people nooobs or I am not going to give you moderator positions on the new site - Mike
Title: VectorNet suggestions
Post by: Vector on January 14, 2009, 09:47:50 AM
Quote from: Zakara
Quote from: ~Shadow~
Suggestion: Make the flood out customizable and have the plugin queue the send to server messages for a split second.
Flood out should be based upon the following:
Number of messages sent per time elapsed (messages per time in seconds);
Number of connections (connections per time in seconds);
Penalty: Customizeable, warning, kick, time ban, four hour suspension, ban (That order for my server  ) --Server keeps track of how many times you "flooded" or "spammed"

More to come at another time!


I kind of agree. Flood settings should be server specific, not global, along with a tickbox that says: "Enable Flood Protection?". Also, is there anyway to make the packets part of the server, so that when a user connects (example), it [the server] sends the packet. The connection deciphers the packet and then proceeds via the packets' instructions. This way, a noob like bob will not be able to "fake" a disconnect. Just wondering if it is possible, and yes, I am aware of the major overhaul it would impose.

Also, is there the possibility of games on vectornet? Like Uno, Guess the word, Rummy, Spades... etc so that we draw in more users instead of just a chat oriented program?
The possibility of games does look promising for VectorNet, now that you mention it. I like the tic tac toe game present on stealthbot 2.6r3 (they took it out in the betas )

When I come to it, then we'll see what happens

~Zone, do not edit posts by Root Admins.
Edited it back-- AGAIN!-Shadow

Once again... Mike
Title: VectorNet suggestions
Post by: Zakara on January 14, 2009, 01:54:03 PM
I know the rules for rummy and spades pretty well. So if you need help adding them, talk to me or John.

Edit:
Also, you should make the flood protection based on number of 'characters" sent. I believe blizzard also has a max message per every 2 to 5 seconds. Its anywhere from 3 full length messages (within 4 seconds of the first one), 4 medium long (withing 5 seconds of the first one), and 6 small (which by chance is a total of 5 single character sentences, and one 3 character sentence). So I would actually make it based off of message length.

So, I would make it somewhere in between 1636 and 2048 characters (maybe more) before disconnecting the Flooder(s) from Vector Net.

And you didn't answer my question about packets being server side then sent to the connection and then deciphered (well carried out). Is there anyway you can have like that so all they have to worry about is having the packet instructions?
Title: VectorNet suggestions
Post by: Vector on January 14, 2009, 02:41:41 PM
Quote from: Zakara
And you didn't answer my question about packets being server side then sent to the connection and then deciphered (well carried out). Is there anyway you can have like that so all they have to worry about is having the packet instructions?
The clients only manipulate the data sent from the server. Chat (0x02)-> Server -> Other clients (0x02), etc. The server handles basically everything.

With whispers previously, the client had to check its own userlist for a username, before sending it to the server for processing. Now, the name to be requested is instead send to the server, and it then processes the username, for an available username. If that user is not online, then the server sends the packet 0x03 back to the client with an appropriate error message with the code 0 (do not send 0x0B to disconnect).

What is it exactly what you mean? I thought the server already does this. If you're referring to the protocol, that lists all the packets send to/from the server.
Title: VectorNet suggestions
Post by: ArticWolve on January 14, 2009, 03:22:39 PM
I think she meant use the server to store the packets until they are needed so all they have to do is reference to that specific packet and include the instructions for it instead of including the packet in the client(s).
Title: VectorNet suggestions
Post by: Vector on January 17, 2009, 01:27:23 AM
Quote from: Zakara
I kind of agree. Flood settings should be server specific, not global, along with a tickbox that says: "Enable Flood Protection?". Also, is there anyway to make the packets part of the server, so that when a user connects (example), it [the server] sends the packet. The connection deciphers the packet and then proceeds via the packets' instructions. This way, a noob like Trey will not be able to "fake" a disconnect. Just wondering if it is possible, and yes, I am aware of the major overhaul it would impose.
OH, I think I understand you now. Of course I can do that, but think about it.

The clients need to send dynamic information for all but the first packet (log on -> 0x01) and a few others

The clients themselves send roughly only 5 packets to the server, while the server sends (does not reply to) roughly 13 packets or so.

I only see the 'need" for the first packet. The rest of the packets the clients send should not be asked for first hand. I hope I make myself clear to you
Title: VectorNet suggestions
Post by: ArticWolve on January 17, 2009, 04:56:46 AM
Vector, if the disconnect packet is not processed correctly, like in Fail Bot, it will not disconnect the user correctly. The user will stay on the server and not be kicked/banned or dropped for flooding. Now if you reference only Connect and Disconnect on the server, and mandate the connections to use those packets (and issue checks for them), then you can rule out Trey's Fail Bot exploit.
Title: VectorNet suggestions
Post by: Power on January 17, 2009, 02:00:43 PM
an -order pizza command.

orders online pizza from pizza hut.

Quote
Then stop fucking calling me that. im fuckin tired of this

You aren't the only one that feels like...that.
Title: VectorNet suggestions
Post by: ArticWolve on January 17, 2009, 08:03:44 PM
Rofl power...... thats not possible. My place is undeliverable because it takes over an hour to get from the nearest pizza joint here, so not happening.
Title: VectorNet suggestions
Post by: Vector on January 18, 2009, 01:45:31 AM
Either that, Shadow, or I'm going to have to make a do while loop, and find the correct constant which means the transmission is still in progress. Once it stops, I can then disconnect the socket.
Title: VectorNet suggestions
Post by: Zakara on January 29, 2009, 03:40:10 PM
Non-Technical English for us lesser intelligent beings.
Title: VectorNet suggestions
Post by: Vector on January 29, 2009, 06:13:39 PM
Found my own method of doing it.

Basically, bob calls bill, and starts a conversation. He asks a question which would require a direct response. Bob asks another question without receiving an answer from the first question, while bill successfull answered the first question. However, bill forgot the second question altogether, and is unable to send a reply.
Title: VectorNet suggestions
Post by: Zakara on January 30, 2009, 05:04:34 AM
Thank you-- although I still don't follow what you just said.
Title: VectorNet suggestions
Post by: Vector on January 30, 2009, 02:44:59 PM
If I send a message to a client, then immediately send another message, the second message won't go through.
Title: VectorNet suggestions
Post by: Zakara on February 19, 2009, 08:35:46 AM
So when are games like tic-tac-toe being implemented?
Title: VectorNet suggestions
Post by: Vector on February 19, 2009, 09:16:58 AM
That sounds like a good suggestion I should poke at. Perhaps I'll work on it the next time I work on VectorNet. Yes, I think that I should put this into VectorNet next.
Title: VectorNet suggestions
Post by: Reason on February 19, 2009, 05:31:38 PM
I already told you, i had no exploit! Vector just failed to disconnect correctly, i was just pulling your leg, but obviously you don't believe me john. Maybe you should talk to Plugins about his exploit to avoid IP Bans i haven't seen that in a topic anywhere!
Title: VectorNet suggestions
Post by: riffruff on February 19, 2009, 05:42:52 PM
Send 0x0F when someone connects and joins the main channel..
Title: VectorNet suggestions
Post by: Vector on February 19, 2009, 08:17:17 PM
ROFL, you don't send 0x0F, you only receive 0x0F.
Title: VectorNet suggestions
Post by: riffruff on February 20, 2009, 12:00:54 PM
Quote from: Vector
ROFL, you don't send 0x0F, you only receive 0x0F.
..The server has to send it and this is the server suggestions forum...
Title: VectorNet suggestions
Post by: ArticWolve on February 20, 2009, 02:15:59 PM
And yet you were still conected when I banned you on a server that HAD BANS working properly.
Title: VectorNet suggestions
Post by: Reason on February 20, 2009, 03:53:15 PM
Vector also failed to do the bans correctly, plus i was on Vector Net Client, not on my FB Client.
Title: VectorNet suggestions
Post by: ArticWolve on February 20, 2009, 03:59:10 PM
Then you simply had a VN Client that was out of date for my server.
Title: VectorNet suggestions
Post by: Vector on February 20, 2009, 04:27:17 PM
Your server (1.0 rev 2) automatically disconnects the clients whenever they get kicked/banned from VectorNet. Any situation that previously required a response to 0x0B has been resolved with this new system.
Title: VectorNet suggestions
Post by: shhdn on February 25, 2009, 11:51:14 AM
i dont know how much work it would be but instead of having only /kick (player name) what about a "kick to" type thing. so you can controll where or to whom that user goes. add a message when he or she leaves and arrives.
basically :
/kick shhdn Vector|Do something with him he is annoying
<{shhdn was kicked out of the channel "Do something with him he is annoying"}>
     (the channel where vector is)
<{shhdn was kicked to this channel "Do something with him he is annoying"}>

it sounds good to me

*Edit*
if no | then it is just a kick not a move
Title: VectorNet suggestions
Post by: ArticWolve on February 25, 2009, 12:41:11 PM
Kick via server removes from the server temporarily; ban via server is permanent removal; whereas kick and bans from the client(s) are channel specific only. (They send you to "THE VOID").
Title: VectorNet suggestions
Post by: Vector on February 25, 2009, 02:09:25 PM
Quote from: shhdn
i dont know how much work it would be but instead of having only /kick (player name) what about a "kick to" type thing. so you can controll where or to whom that user goes. add a message when he or she leaves and arrives.
basically :
/kick shhdn Vector|Do something with him he is annoying
<{shhdn was kicked out of the channel "Do something with him he is annoying"}>
     (the channel where vector is)
<{shhdn was kicked to this channel "Do something with him he is annoying"}>

it sounds good to me

*Edit*
if no | then it is just a kick not a move
Its not that it'd be hard. I just have to send to the client being kicked the channel to join after getting kicked.

No, I don't see the point to this one. Thanks anyway!
Title: VectorNet suggestions
Post by: Reason on February 25, 2009, 07:05:26 PM
Hmm my post deleted... YET AGAIN
[EDIT] how about a /move command for admins/the server to move user to "Channel" it would be easy!
Title: VectorNet suggestions
Post by: Vector on February 25, 2009, 09:32:53 PM
Yeah, I like that. Sort of like Blake's suggestion. I'll add it!