[Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by w1lla » 20 Apr 2009 16:21

i believe the best time check is a error one.

But i cant state how it got there.

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by oliverde8 » 20 Apr 2009 17:08

w1lla wrote:i believe the best time check is a error one.

But i cant state how it got there.
But it happens very often with dedimania
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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by w1lla » 20 Apr 2009 17:14

hmm it can be the best checks error but i didnt get a message from dedimania saying that records are being wrong

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by Xymph » 20 Apr 2009 17:44

If curr_fin and end(curr_cps) aren't the same, the problem is in your plugin, not the Dedimania data.
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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by w1lla » 20 Apr 2009 17:58

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                  ($finish_item->score != $checkpoints[$login]->best_fin ||
                   $finish_item->score != end($checkpoints[$login]->best_cps)))
it is the same

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by Xymph » 20 Apr 2009 18:43

w1lla wrote:it is the same
You missed the point: in the above log excerpt, curr_fin is 24200 and end(curr_cps) is 24490. That shouldn't happen, because the last CP is always equal to the finish time. 24200 is however the same as best_fin and end(best_cps), so maybe there's a clue as to what's going wrong.

There were a bunch of subtle (and not so subtle..) problems in XAseco's Dedimania & Checkpoints plugins before v1.06, and since you ported much older versions of those plugins to A/R2, some of those issues are likely still present in your ports.
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uite simple

Post by nocturne » 21 Apr 2009 22:54

Alright, I revisited the possibility of implementing dm again after a 6 month lapse due to the bad recs... I was hoping that this plugin had matured after the re-authoring, but unfortunately seems much more of the same.

First of all, a plugin is a file(s) that can be inserted into a programs install and add extended functionality without modifying the core of the said program. This is in no way a plugin -- it's a modification, or more specifically, a hack...

I downloaded and was amazed to see almost every Aseco core file in the archive... First step, I did a code compare on the aseco.php file against yours. First things first, you used Aseco v2.2.1 -- an unofficial release that was only made available for the purpose of debugging a problem I was experiencing with the player array being passed to the vote result function. I can see nothing in the modified aseco that couldn't be integrated into the plugin itself... I see a hack to correctly assign the player's nation (something that should be in the players class file -- and not even necessary for DM to begin with, and even if it was you could code it to catch the nation from a query instead of modifying the core code).

After the nations fix, you have a lame excuse of some anti-cheat code. Quite simply, the code goes... check to see if new cp time is higher than previous cp if number of cp is higher, otherwise array() or activate 'oblicerate' function upon confusion. Your method, too prone to bugs and lag -- will ban more innocent players than cheaters. Again, the place for this isn't in a core file... you already have the checkpoints plugin doing way more than it's needed to -- why not just delete all the redundant/garbage code and put the anticheat there..?

After the core aseco.php file... there's still all the included includes and classes. I'm not going to even bother to compare search the code -- it's too much. Moreover, some of the files obviously haven't been modified to begin with -- so why include with the release to begin with?! All cut and dry -- what could possibly be needed that couldn't be put right into the plugin itself?

As it is, you're just a newinstall/plugins folder away from a full 'hacked-up' release, from the look of things...

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by w1lla » 22 Apr 2009 06:23

I totally agree what you state but some classes don't use the correct things as some have changed.


Yes its a hack but the hack didnt start with me.... I forged to help it.

I will take the blame and take a day for this to totally check all bogus code.

And about Nations. Check other topics about that one.....

Aseco v. 2.2.1 is a nice one but also a one that keeps away bogus admin.

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by Xymph » 22 Apr 2009 08:36

w1lla wrote:Yes its a hack but the hack didnt start with me.... I forged to help it.
As you mentioned in your own first post, that was Calsmurf. :wink:
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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by w1lla » 22 Apr 2009 08:39

Thats correct ;)

About the classes.

I checked them and guess what AM/Flo have missed.

Server.class.php

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 function getGame() {
    switch ($this->game) {
      case 'TmForever':
      case 'TmUnited.':
      case 'TmUnited':
        return 'TMU';
      case 'TmNationsESWC':
        return 'TMN';
      case 'TmSunrise':
        return 'TMS';
      case 'TmOriginal':
        return 'TMO';
      default:
        return 'Unknown';
    }
  }
so dont come up with no changes...

They forgot to Add TMForever.

So blame me for the rest but not for this.

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by Xymph » 22 Apr 2009 08:50

w1lla wrote:They forgot to Add TMForever.
Nonsense, that entry was present as far back as AsecoTMF v1.2.4 from the day TMF was released (just checked the original zip).
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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by w1lla » 22 Apr 2009 08:55

well if that is correct then why a Unknown message in the table of players?

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by Xymph » 22 Apr 2009 09:11

w1lla wrote:well if that is correct then why a Unknown message in the table of players?
I have no idea how any data could get into your particular database, as obviously I don't know what multitude of code versions you've been running against it.
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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by w1lla » 22 Apr 2009 09:20

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Re: [Aseco2.2.0c and further]Dedimania Plugin (Reauthored)

Post by nocturne » 22 Apr 2009 18:57

So what's wrong with this code again..?

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  function getGame() {
    switch ($this->game) {
      case 'TmForever':
      case 'TmUnited.':
      case 'TmUnited':
        return 'TMU';
      case 'TmNationsESWC':
        return 'TMN';
      case 'TmSunrise':
        return 'TMS';
      case 'TmOriginal':
        return 'TMO';
      default:
        return 'Unknown';
    }
  }
Looks alright, and works just fine for me. Besides, it's more of a holdover from back when Aseco could run on TMO, TMS, and TMN. Now -- it's only only for TMF period.

Personally, I just modified the player class and localdb plugin, to use the 'Game' column in the players table to store whether they have tmuf or tmnf -- that way it can have a use... :lol:

To the OP, perhaps my previous reply was a bit harsh... DM is certainly a worthwhile feature to have for Aseco, and it's nice to see the development continuing. But still.. none of this extra stuff is needed for DM. Better to package up the code and post it in the main aseco thread, or create a new post labeled '*BUGFIX*'.

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