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 Nouveau Patches XC_Engine XC_Engine_10_NoLinuxBuild 
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Inscription: 01 Oct 2008, 01:14
Messages: 5598
Nouveau message Nouveau Patches XC_Engine XC_Engine_10_NoLinuxBuild
Upadate XC_Engine_10_NoLinuxBuild


Citation:
Build 10 changes

Included XC_Engine.u

Added missing CPF_Const flag to XC_Engine defined variables.
Removed bHackingInit boolean.
Added dynamic array support, uses same opcodes than Unreal 227.
Added AppSeconds() and MakeColor( R, G, B, optional A) using 227 opcodes as well.
Redefined some XC_GameEngine vars into static vars.
Fixed debug logs showing up in enhanced GetMapName() despite being disabled.
Encroachment checks won't cause self-encroaching.
Added v451 ShowPath lag exploit fix.
Added v451 ShowInventory lag exploit fix.
Added AdminLoginHook, sample actor being XC_Engine.XC_ServerActor
Added 'Version' property to XC_GameEngine, stored in defaults so it's accesible via GET XC_GameEngine VERSION.

Partial sources contain all the new usable native functions.
XC_Engine.XC_EditorLoader contains coding guidelines on the new opcodes (and arrays).
Linux binary not included due to package not being able to bind.
Updates to most documentation files.

XC_ServerActor documentation included:

==================================
XC_ServerActor server actor readme
==================================

=============
Installation:

Requires XC_GameEngine.
On the Server/Game main ini:

[XC_Engine.XC_GameEngine]
ServerActors=XC_Engine.XC_ServerActor

If you don't have a XC_GameEngine entry, copy it from GameEngine instead of making a new one or ugly things happen.


============
Description:

This AdminLoginHook actor will allow external handling of AdminLogin calls
originating from PlayerPawn actors.
This gives the server the ability to deny the GameInfo.AdminLogin call.

In this case, the XC_ServerActor prevents players from brute forcing the AdminLogin.

=====================
Settings (On UT.ini):

The default settings are as follow:

Code: Select all
[XC_Engine.XC_ServerActor]
MaxBadLoginAttempts=100
LoginTryAgainTime=4.000000
bKickAfterMaxLogin=False



A bad login attempt is a login that occurs quickly after another (defined by LoginTryAgainTime)
Bad logins are automatically discarded and the player has to wait in order to be able to login again.
These bad logins are counted, when a player reaches MaxBadLoginAttempts, either:
- Block AdminLogin until player reconnects.
- Kick player if bKickAfterMaxLogin=true.

====================================
AdminLogin hook Description for coders

This is a PreLoginHook actor, it autoregisters itself to XC_GE's PreLoginHooks list and
gains the ability to interfere with a player's PreLogin function.

How does this happen?
The following pseudocode explains it:

Code: Select all
exec function AdminLogin( string Password)
{
if ( XCGE_Allow(self) )
Level.Game.AdminLogin( self, Password);
}




This allows every hooked actor to alter the Error and FailCode values with simple unrealscript code.
The only requirements are to register the actor with the following console command:

Code: Select all
event PostBeginPlay()
{
ConsoleCommand( "AdminLoginHook "$Name);
//Warning: SaveConfig() is called on this actor by XC_GameEngine before map switch.
}




And to implement this function as you see it right here (register will fail otherwise):

Code: Select all
event bool AdminLoginHook( PlayerPawn P)
{
... //Your code here
return true; //If you want the call to pass
return false; //If you want to interrupt the player from reaching GameInfo.AdminLogin
}


Téléchargement

http://unrealtournament.99.free.fr/utfi ... xBuild.zip

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06 Mar 2015, 23:19
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