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Posts: 4

1 (edited by SkyFall 30.06.2020 15:30)

Topic: Банлист или не показывать игру определенному юзеру

куда копать?(сервер) при этом не трогая бота

2

Re: Банлист или не показывать игру определенному юзеру

Для Lua есть пример как изменить вывод списка игр для каждого отдельного игрока.
В этот метод передается account, для которого отображаются сортированные игры, и по аналогии можно фильтровать их по другим критериям https://github.com/pvpgn/pvpgn-server/b … a#L68-L107

3

Re: Банлист или не показывать игру определенному юзеру

liurna88 wrote:

Для Lua есть пример как изменить вывод списка игр для каждого отдельного игрока.
В этот метод передается account, для которого отображаются сортированные игры, и по аналогии можно фильтровать их по другим критериям https://github.com/pvpgn/pvpgn-server/b … a#L68-L107

вообщем нашел на handle_bnet.cpp и удалось скрыть игру + к нему не может зайти так что думаю все ок!
вот код

char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    if (atoi(GameMoney) == 50) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open1", conn_get_socket(cbdata->c));
        return 0;
    }

игра в котором цена равна 50 не будет виден в списке + не могу войти в него говорит что она не найдена

Добавлено: 30.06.2020 17:13

вопрос!
как обратится к юзеру типо t_connection c но тут оно нету вместо него game

static int _glist_cb(t_game * game, void *data)
{
    struct glist_cbdata *cbdata = (struct glist_cbdata*)data;
    char clienttag_str[5];
    t_server_gamelistreply_game glgame;
    unsigned int addr;
    unsigned short port;
    bn_int game_spacer = { 1, 0, 0, 0 };

    cbdata->tcount++;
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] considering listing game=\"%s\", pass=\"%s\" clienttag=\"%s\" gtype=%d", conn_get_socket(cbdata->c), game_get_name(game), game_get_pass(game), tag_uint_to_str(clienttag_str, game_get_clienttag(game)), (int) game_get_type(game));

    char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    if (atoi(GameMoney) == 50) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open1", conn_get_socket(cbdata->c));
        return 0;
    }

    if (prefs_get_hide_pass_games() && game_get_flag(game) == game_flag_private) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is passworded or has private flag", conn_get_socket(cbdata->c));
    return 0;
    }
    if (prefs_get_hide_started_games() && game_get_status(game) != game_status_open) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open", conn_get_socket(cbdata->c));
    return 0;
    }
    if (game_get_clienttag(game) != conn_get_clienttag(cbdata->c)) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is for a different client", conn_get_socket(cbdata->c));
    return 0;
    }
    if (cbdata->gtype != game_type_all && game_get_type(game) != cbdata->gtype) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is wrong type", conn_get_socket(cbdata->c));
    return 0;
    }
    if (conn_get_versioncheck(cbdata->c) &&
    conn_get_versioncheck(game_get_owner(game)) &&
    versioncheck_get_versiontag(conn_get_versioncheck(cbdata->c)) &&
    versioncheck_get_versiontag(conn_get_versioncheck(game_get_owner(game))) &&
    std::strcmp(versioncheck_get_versiontag(conn_get_versioncheck(cbdata->c)), versioncheck_get_versiontag(conn_get_versioncheck(game_get_owner(game)))) != 0) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is wrong versiontag", conn_get_socket(cbdata->c));
    return 0;
    }
    bn_short_set(&glgame.gametype, gtype_to_bngtype(game_get_type(game)));
    bn_short_set(&glgame.unknown1, SERVER_GAMELISTREPLY_GAME_UNKNOWN1);
    bn_short_set(&glgame.unknown3, SERVER_GAMELISTREPLY_GAME_UNKNOWN3);
    addr = game_get_addr(game);
    port = game_get_port(game);
    trans_net(conn_get_addr(cbdata->c), &addr, &port);
    bn_short_nset(&glgame.port, port);
    bn_int_nset(&glgame.game_ip, addr);
    bn_int_set(&glgame.unknown4, SERVER_GAMELISTREPLY_GAME_UNKNOWN4);
    bn_int_set(&glgame.unknown5, SERVER_GAMELISTREPLY_GAME_UNKNOWN5);
    switch (game_get_status(game)) {
    case game_status_started:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_STARTED);
        break;
    case game_status_full:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_FULL);
        break;
    case game_status_open:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_OPEN);
        break;
    case game_status_done:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_DONE);
        break;
    default:
        eventlog(eventlog_level_warn, __FUNCTION__, "[%d] game \"%s\" has bad status=%d", conn_get_socket(cbdata->c), game_get_name(game), (int) game_get_status(game));
        bn_int_set(&glgame.status, 0);
    }
    bn_int_set(&glgame.unknown6, SERVER_GAMELISTREPLY_GAME_UNKNOWN6);

    if (packet_get_size(cbdata->rpacket) + sizeof(glgame) + std::strlen(game_get_name(game)) + 1 + std::strlen(game_get_pass(game)) + 1 + std::strlen(game_get_info(game)) + 1 > MAX_PACKET_SIZE) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] out of room for games", conn_get_socket(cbdata->c));
    return -1;            /* no more room */
    }

    if (cbdata->counter) {
    packet_append_data(cbdata->rpacket, &game_spacer, sizeof(game_spacer));
    }

    packet_append_data(cbdata->rpacket, &glgame, sizeof(glgame));
    packet_append_string(cbdata->rpacket, game_get_name(game));
    packet_append_string(cbdata->rpacket, game_get_pass(game));
    packet_append_string(cbdata->rpacket, game_get_info(game));
    cbdata->counter++;

    return 0;
}

Добавлено: 30.06.2020 18:31

SkyFall wrote:
liurna88 wrote:

Для Lua есть пример как изменить вывод списка игр для каждого отдельного игрока.
В этот метод передается account, для которого отображаются сортированные игры, и по аналогии можно фильтровать их по другим критериям https://github.com/pvpgn/pvpgn-server/b … a#L68-L107

вообщем нашел на handle_bnet.cpp и удалось скрыть игру + к нему не может зайти так что думаю все ок!
вот код

char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    if (atoi(GameMoney) == 50) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open1", conn_get_socket(cbdata->c));
        return 0;
    }

игра в котором цена равна 50 не будет виден в списке + не могу войти в него говорит что она не найдена

Добавлено: 30.06.2020 17:13

вопрос!
как обратится к юзеру типо t_connection c но тут оно нету вместо него game

static int _glist_cb(t_game * game, void *data)
{
    struct glist_cbdata *cbdata = (struct glist_cbdata*)data;
    char clienttag_str[5];
    t_server_gamelistreply_game glgame;
    unsigned int addr;
    unsigned short port;
    bn_int game_spacer = { 1, 0, 0, 0 };

    cbdata->tcount++;
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] considering listing game=\"%s\", pass=\"%s\" clienttag=\"%s\" gtype=%d", conn_get_socket(cbdata->c), game_get_name(game), game_get_pass(game), tag_uint_to_str(clienttag_str, game_get_clienttag(game)), (int) game_get_type(game));

    char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    if (atoi(GameMoney) == 50) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open1", conn_get_socket(cbdata->c));
        return 0;
    }

    if (prefs_get_hide_pass_games() && game_get_flag(game) == game_flag_private) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is passworded or has private flag", conn_get_socket(cbdata->c));
    return 0;
    }
    if (prefs_get_hide_started_games() && game_get_status(game) != game_status_open) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open", conn_get_socket(cbdata->c));
    return 0;
    }
    if (game_get_clienttag(game) != conn_get_clienttag(cbdata->c)) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is for a different client", conn_get_socket(cbdata->c));
    return 0;
    }
    if (cbdata->gtype != game_type_all && game_get_type(game) != cbdata->gtype) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is wrong type", conn_get_socket(cbdata->c));
    return 0;
    }
    if (conn_get_versioncheck(cbdata->c) &&
    conn_get_versioncheck(game_get_owner(game)) &&
    versioncheck_get_versiontag(conn_get_versioncheck(cbdata->c)) &&
    versioncheck_get_versiontag(conn_get_versioncheck(game_get_owner(game))) &&
    std::strcmp(versioncheck_get_versiontag(conn_get_versioncheck(cbdata->c)), versioncheck_get_versiontag(conn_get_versioncheck(game_get_owner(game)))) != 0) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is wrong versiontag", conn_get_socket(cbdata->c));
    return 0;
    }
    bn_short_set(&glgame.gametype, gtype_to_bngtype(game_get_type(game)));
    bn_short_set(&glgame.unknown1, SERVER_GAMELISTREPLY_GAME_UNKNOWN1);
    bn_short_set(&glgame.unknown3, SERVER_GAMELISTREPLY_GAME_UNKNOWN3);
    addr = game_get_addr(game);
    port = game_get_port(game);
    trans_net(conn_get_addr(cbdata->c), &addr, &port);
    bn_short_nset(&glgame.port, port);
    bn_int_nset(&glgame.game_ip, addr);
    bn_int_set(&glgame.unknown4, SERVER_GAMELISTREPLY_GAME_UNKNOWN4);
    bn_int_set(&glgame.unknown5, SERVER_GAMELISTREPLY_GAME_UNKNOWN5);
    switch (game_get_status(game)) {
    case game_status_started:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_STARTED);
        break;
    case game_status_full:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_FULL);
        break;
    case game_status_open:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_OPEN);
        break;
    case game_status_done:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_DONE);
        break;
    default:
        eventlog(eventlog_level_warn, __FUNCTION__, "[%d] game \"%s\" has bad status=%d", conn_get_socket(cbdata->c), game_get_name(game), (int) game_get_status(game));
        bn_int_set(&glgame.status, 0);
    }
    bn_int_set(&glgame.unknown6, SERVER_GAMELISTREPLY_GAME_UNKNOWN6);

    if (packet_get_size(cbdata->rpacket) + sizeof(glgame) + std::strlen(game_get_name(game)) + 1 + std::strlen(game_get_pass(game)) + 1 + std::strlen(game_get_info(game)) + 1 > MAX_PACKET_SIZE) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] out of room for games", conn_get_socket(cbdata->c));
    return -1;            /* no more room */
    }

    if (cbdata->counter) {
    packet_append_data(cbdata->rpacket, &game_spacer, sizeof(game_spacer));
    }

    packet_append_data(cbdata->rpacket, &glgame, sizeof(glgame));
    packet_append_string(cbdata->rpacket, game_get_name(game));
    packet_append_string(cbdata->rpacket, game_get_pass(game));
    packet_append_string(cbdata->rpacket, game_get_info(game));
    cbdata->counter++;

    return 0;
}

Всё! так работает. т.е у кого не хватает денег не видят игру и не смогут зайти

char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    t_account* account = conn_get_account(cbdata->c);

    if (atoi(GameMoney) > account_get_money(account)) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open", conn_get_socket(cbdata->c));
        return 0;
    }

Теперь надо организовать по этому коду банлист в котором можно добавить другого юзера и тот не мог зайти мб у кого то готовый код команды /banlist а есть? ) поделитесь а

4

Re: Банлист или не показывать игру определенному юзеру

SkyFall wrote:
liurna88 wrote:

Для Lua есть пример как изменить вывод списка игр для каждого отдельного игрока.
В этот метод передается account, для которого отображаются сортированные игры, и по аналогии можно фильтровать их по другим критериям https://github.com/pvpgn/pvpgn-server/b … a#L68-L107

вообщем нашел на handle_bnet.cpp и удалось скрыть игру + к нему не может зайти так что думаю все ок!
вот код

char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    if (atoi(GameMoney) == 50) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open1", conn_get_socket(cbdata->c));
        return 0;
    }

игра в котором цена равна 50 не будет виден в списке + не могу войти в него говорит что она не найдена

Добавлено: 30.06.2020 17:13

вопрос!
как обратится к юзеру типо t_connection c но тут оно нету вместо него game

static int _glist_cb(t_game * game, void *data)
{
    struct glist_cbdata *cbdata = (struct glist_cbdata*)data;
    char clienttag_str[5];
    t_server_gamelistreply_game glgame;
    unsigned int addr;
    unsigned short port;
    bn_int game_spacer = { 1, 0, 0, 0 };

    cbdata->tcount++;
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] considering listing game=\"%s\", pass=\"%s\" clienttag=\"%s\" gtype=%d", conn_get_socket(cbdata->c), game_get_name(game), game_get_pass(game), tag_uint_to_str(clienttag_str, game_get_clienttag(game)), (int) game_get_type(game));

    char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    if (atoi(GameMoney) == 50) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open1", conn_get_socket(cbdata->c));
        return 0;
    }

    if (prefs_get_hide_pass_games() && game_get_flag(game) == game_flag_private) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is passworded or has private flag", conn_get_socket(cbdata->c));
    return 0;
    }
    if (prefs_get_hide_started_games() && game_get_status(game) != game_status_open) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open", conn_get_socket(cbdata->c));
    return 0;
    }
    if (game_get_clienttag(game) != conn_get_clienttag(cbdata->c)) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is for a different client", conn_get_socket(cbdata->c));
    return 0;
    }
    if (cbdata->gtype != game_type_all && game_get_type(game) != cbdata->gtype) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is wrong type", conn_get_socket(cbdata->c));
    return 0;
    }
    if (conn_get_versioncheck(cbdata->c) &&
    conn_get_versioncheck(game_get_owner(game)) &&
    versioncheck_get_versiontag(conn_get_versioncheck(cbdata->c)) &&
    versioncheck_get_versiontag(conn_get_versioncheck(game_get_owner(game))) &&
    std::strcmp(versioncheck_get_versiontag(conn_get_versioncheck(cbdata->c)), versioncheck_get_versiontag(conn_get_versioncheck(game_get_owner(game)))) != 0) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is wrong versiontag", conn_get_socket(cbdata->c));
    return 0;
    }
    bn_short_set(&glgame.gametype, gtype_to_bngtype(game_get_type(game)));
    bn_short_set(&glgame.unknown1, SERVER_GAMELISTREPLY_GAME_UNKNOWN1);
    bn_short_set(&glgame.unknown3, SERVER_GAMELISTREPLY_GAME_UNKNOWN3);
    addr = game_get_addr(game);
    port = game_get_port(game);
    trans_net(conn_get_addr(cbdata->c), &addr, &port);
    bn_short_nset(&glgame.port, port);
    bn_int_nset(&glgame.game_ip, addr);
    bn_int_set(&glgame.unknown4, SERVER_GAMELISTREPLY_GAME_UNKNOWN4);
    bn_int_set(&glgame.unknown5, SERVER_GAMELISTREPLY_GAME_UNKNOWN5);
    switch (game_get_status(game)) {
    case game_status_started:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_STARTED);
        break;
    case game_status_full:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_FULL);
        break;
    case game_status_open:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_OPEN);
        break;
    case game_status_done:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_DONE);
        break;
    default:
        eventlog(eventlog_level_warn, __FUNCTION__, "[%d] game \"%s\" has bad status=%d", conn_get_socket(cbdata->c), game_get_name(game), (int) game_get_status(game));
        bn_int_set(&glgame.status, 0);
    }
    bn_int_set(&glgame.unknown6, SERVER_GAMELISTREPLY_GAME_UNKNOWN6);

    if (packet_get_size(cbdata->rpacket) + sizeof(glgame) + std::strlen(game_get_name(game)) + 1 + std::strlen(game_get_pass(game)) + 1 + std::strlen(game_get_info(game)) + 1 > MAX_PACKET_SIZE) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] out of room for games", conn_get_socket(cbdata->c));
    return -1;            /* no more room */
    }

    if (cbdata->counter) {
    packet_append_data(cbdata->rpacket, &game_spacer, sizeof(game_spacer));
    }

    packet_append_data(cbdata->rpacket, &glgame, sizeof(glgame));
    packet_append_string(cbdata->rpacket, game_get_name(game));
    packet_append_string(cbdata->rpacket, game_get_pass(game));
    packet_append_string(cbdata->rpacket, game_get_info(game));
    cbdata->counter++;

    return 0;
}

Добавлено: 30.06.2020 18:31

SkyFall wrote:
liurna88 wrote:

Для Lua есть пример как изменить вывод списка игр для каждого отдельного игрока.
В этот метод передается account, для которого отображаются сортированные игры, и по аналогии можно фильтровать их по другим критериям https://github.com/pvpgn/pvpgn-server/b … a#L68-L107

вообщем нашел на handle_bnet.cpp и удалось скрыть игру + к нему не может зайти так что думаю все ок!
вот код

char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    if (atoi(GameMoney) == 50) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open1", conn_get_socket(cbdata->c));
        return 0;
    }

игра в котором цена равна 50 не будет виден в списке + не могу войти в него говорит что она не найдена

Добавлено: 30.06.2020 17:13

вопрос!
как обратится к юзеру типо t_connection c но тут оно нету вместо него game

static int _glist_cb(t_game * game, void *data)
{
    struct glist_cbdata *cbdata = (struct glist_cbdata*)data;
    char clienttag_str[5];
    t_server_gamelistreply_game glgame;
    unsigned int addr;
    unsigned short port;
    bn_int game_spacer = { 1, 0, 0, 0 };

    cbdata->tcount++;
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] considering listing game=\"%s\", pass=\"%s\" clienttag=\"%s\" gtype=%d", conn_get_socket(cbdata->c), game_get_name(game), game_get_pass(game), tag_uint_to_str(clienttag_str, game_get_clienttag(game)), (int) game_get_type(game));

    char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    if (atoi(GameMoney) == 50) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open1", conn_get_socket(cbdata->c));
        return 0;
    }

    if (prefs_get_hide_pass_games() && game_get_flag(game) == game_flag_private) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is passworded or has private flag", conn_get_socket(cbdata->c));
    return 0;
    }
    if (prefs_get_hide_started_games() && game_get_status(game) != game_status_open) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open", conn_get_socket(cbdata->c));
    return 0;
    }
    if (game_get_clienttag(game) != conn_get_clienttag(cbdata->c)) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is for a different client", conn_get_socket(cbdata->c));
    return 0;
    }
    if (cbdata->gtype != game_type_all && game_get_type(game) != cbdata->gtype) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is wrong type", conn_get_socket(cbdata->c));
    return 0;
    }
    if (conn_get_versioncheck(cbdata->c) &&
    conn_get_versioncheck(game_get_owner(game)) &&
    versioncheck_get_versiontag(conn_get_versioncheck(cbdata->c)) &&
    versioncheck_get_versiontag(conn_get_versioncheck(game_get_owner(game))) &&
    std::strcmp(versioncheck_get_versiontag(conn_get_versioncheck(cbdata->c)), versioncheck_get_versiontag(conn_get_versioncheck(game_get_owner(game)))) != 0) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is wrong versiontag", conn_get_socket(cbdata->c));
    return 0;
    }
    bn_short_set(&glgame.gametype, gtype_to_bngtype(game_get_type(game)));
    bn_short_set(&glgame.unknown1, SERVER_GAMELISTREPLY_GAME_UNKNOWN1);
    bn_short_set(&glgame.unknown3, SERVER_GAMELISTREPLY_GAME_UNKNOWN3);
    addr = game_get_addr(game);
    port = game_get_port(game);
    trans_net(conn_get_addr(cbdata->c), &addr, &port);
    bn_short_nset(&glgame.port, port);
    bn_int_nset(&glgame.game_ip, addr);
    bn_int_set(&glgame.unknown4, SERVER_GAMELISTREPLY_GAME_UNKNOWN4);
    bn_int_set(&glgame.unknown5, SERVER_GAMELISTREPLY_GAME_UNKNOWN5);
    switch (game_get_status(game)) {
    case game_status_started:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_STARTED);
        break;
    case game_status_full:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_FULL);
        break;
    case game_status_open:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_OPEN);
        break;
    case game_status_done:
        bn_int_set(&glgame.status, SERVER_GAMELISTREPLY_GAME_STATUS_DONE);
        break;
    default:
        eventlog(eventlog_level_warn, __FUNCTION__, "[%d] game \"%s\" has bad status=%d", conn_get_socket(cbdata->c), game_get_name(game), (int) game_get_status(game));
        bn_int_set(&glgame.status, 0);
    }
    bn_int_set(&glgame.unknown6, SERVER_GAMELISTREPLY_GAME_UNKNOWN6);

    if (packet_get_size(cbdata->rpacket) + sizeof(glgame) + std::strlen(game_get_name(game)) + 1 + std::strlen(game_get_pass(game)) + 1 + std::strlen(game_get_info(game)) + 1 > MAX_PACKET_SIZE) {
    eventlog(eventlog_level_debug, __FUNCTION__, "[%d] out of room for games", conn_get_socket(cbdata->c));
    return -1;            /* no more room */
    }

    if (cbdata->counter) {
    packet_append_data(cbdata->rpacket, &game_spacer, sizeof(game_spacer));
    }

    packet_append_data(cbdata->rpacket, &glgame, sizeof(glgame));
    packet_append_string(cbdata->rpacket, game_get_name(game));
    packet_append_string(cbdata->rpacket, game_get_pass(game));
    packet_append_string(cbdata->rpacket, game_get_info(game));
    cbdata->counter++;

    return 0;
}

Всё! так работает. т.е у кого не хватает денег не видят игру и не смогут зайти

char    arg1[256];
    char* GameMoney;
    char     t[MAX_MESSAGE_LEN];
    unsigned int i, j;
    std::strncpy(t, game_get_name(game), MAX_MESSAGE_LEN - 1);

    for (i = 0; t[i] == ' '; i++); /* skip spaces */
    for (j = 0; t[i] != ' ' && t[i] != '\0'; i++) /* get command */
        if (j < sizeof(arg1) - 1) arg1[j++] = t[i];
    arg1[j] = '\0';
    GameMoney = arg1;

    t_account* account = conn_get_account(cbdata->c);

    if (atoi(GameMoney) > account_get_money(account)) {
        eventlog(eventlog_level_debug, __FUNCTION__, "[%d] not listing because game is not open", conn_get_socket(cbdata->c));
        return 0;
    }

Теперь надо организовать по этому коду банлист в котором можно добавить другого юзера и тот не мог зайти мб у кого то готовый код команды /banlist а есть? ) поделитесь а

Реализовать по принципу команды friends и поставить проверку по id.

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