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https://github.com/Lpsd/ConGuard
Network/connection helper for MTA:SA
https://github.com/Lpsd/ConGuard
Last synced: about 2 months ago
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Network/connection helper for MTA:SA
- Host: GitHub
- URL: https://github.com/Lpsd/ConGuard
- Owner: Lpsd
- License: unlicense
- Created: 2020-04-03T00:00:13.000Z (over 4 years ago)
- Default Branch: master
- Last Pushed: 2022-08-11T19:01:46.000Z (over 2 years ago)
- Last Synced: 2024-10-15T04:11:57.171Z (about 2 months ago)
- Language: Lua
- Size: 73.2 KB
- Stars: 16
- Watchers: 0
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- awesome-mta-sa - ConGuard - Network/connection helper for MTA:SA. (Libs and utils)
README
# ConGuard
Network/connection helper for MTA:SAThis resource provides measures to deal with lagswitch / connection abuse in MTA (commonly seen in Destruction Derby servers, although you can use this resource in any environment/mode you wish).
ConGuard is based on dimensions, which is useful for multi-gamemode servers who don't want to use this in every room/dimension.
When a player loses connection to the server, the player (and their vehicle, if exists) will be frozen for all remote players and a "lost connection" icon will be placed above the player. Upon re-connection, the player will be unfrozen and (by default) set back to their original position before they lost connection, to avoid the teleporting exploit.
Upon losing connection, an event will be fired - allowing you to do whatever you want to the player.
Optionally, using `kick_on_max_interruptions`, they can also kicked with a custom message once they lose connection X amount of times (`max_interruptions_per_session`).
An event is fired when a player reaches this, regardless of whether `kick_on_max_interruptions` is enabled, allowing you to do anything you want here too.See more about events and settings below.
## Getting Started
If you're experienced, you can integrate this resource directly into your own, however for basic usage it's best to keep things separate and use exports as explained below.
Download the repo and extract the contents to a folder in your server's resources, like you would with any other resource.
For this example we'll assume you named the resource `conguard`. To create a ConGuard instance, use the following export in **your own resource**:
### Note: all functions/exports and events listed here are serverside only, unless otherwise stated
```lua
exports.conguard:createConnectionGuard(int dimension [, table settings])
```**Note**: If you want to create a global instance (running in all dimensions) then pass `-1` as the dimension. If an instance already exists in a specific dimension, it will take precedence over the global instance.
You can turn a ConGuard instance on or off, temporarily:
```lua
exports.conguard:setConnectionGuardEnabled(int dimension, bool state)
```
You can also destroy a ConGuard instance entirely by doing:
```lua
exports.conguard:destroyConnectionGuard(int dimension)
```
### Events
The following event will be fired when a player has lost connection longer than `max_connection_timeout` (milliseconds). You might want to kill the player here, or in a multi-gamemode kick him from the room.
```
onPlayerNetworkTimeout
```
**source**: the player who reached the connection timeout
The following event will be fired when `max_interruptions_per_session` is reached. If you only need to kick the player, ignore this event and set `kick_on_max_interruptions` to **true**.
```
onPlayerNetworkInterruptionLimitReached
```
**source**: the player who reached the maximum amount of network interruptions allowed per session
### Settings
The default settings for ConGuard (contained in `settings.json`) look like this:
```json
{
"max_connection_timeout": 5000,
"max_interruptions_per_session": 5,
"disable_collisions": false,
"restore_position": true,
"kick_on_max_interruptions": false,
"kick_message": "Please fix your connection, or disable your lagswitch!",
"lost_connection_image": {
"path": "assets/images/nosignal.png",
"size": 0.5,
"height": 1,
"max_distance": 20
}
}
```**Important**: Using `disable_collisions` could potentially create a separate exploit, where players using the lagswitch would use this to be collisionless right before being hit. You probably don't want to use this in a DD setting
**Also note:** the size/height/distance settings in `lost_connection_image` are in game world units
The settings defined in `settings.json` will be used as the default settings for each ConGuard instance. You can also optionally pass a table of specific settings to overwrite when creating an instance (via `createConnectionGuard`).
If you want to change the settings for a ConGuard instance:
```lua
exports.conguard:setConnectionGuardSetting(int dimension, string setting, mixed value)
```or to get a settings current value:
```lua
exports.conguard:getConnectionGuardSetting(int dimension, string setting)
```
For example, if you want to set the "lost connection" image for a specific instance, after it has been created:
```lua
local imageSettings = exports.conguard:getConnectionGuardSetting(1, "lost_connection_image")
imageSettings.path = ":myResource/images/connection.png"exports.conguard:setConnectionGuardSetting(1, "lost_connection_image", imageSettings)
```Make sure to use a proper external resource path (i.e: `:myResource/images/connection.png`)