If you use that at server packets section and "CleanClient" was the disconnect method, then everyone will be disconnected immediately after first spawn. So, remember to put this at client packets section.Quote:
here we go
Code:#region Closing ctf , arena and fortress exploit if (packet.Opcode == 0x34B1 && !Main.absolute_bypass.Contains(this.username)) { this.CleanClient(); continue; } if (packet.Opcode == 0x34D2 && !Main.absolute_bypass.Contains(this.username)) { this.CleanClient(); continue; } if (packet.Opcode == 0x385F && !Main.absolute_bypass.Contains(this.username)) { this.CleanClient(); continue; } #endregion
Dude, no, they are Server->Client opcodes they are should to be ignored&disconnected and you can just use disconnect option for it and it'll not disconnect any player there.Quote:
It should be received from the client or BA/CTF won't work fine. To fix it, you should just make a p/s limit.
Server To Client packets updates client data & information and informs him about actions.Quote:
Dude, no, they are Server->Client opcodes they are should to be ignored&disconnected and you can just use disconnect option for it and it'll not disconnect any player there.
0x34D2 | AGENT_BARENA_OPERATION 0x34B1 | AGENT_FLAGWAR_UPDATE 0x385F | AGENT_SIEGE_UPDATE
Well, you must block these opcodes only from client side cuz they're server side packets ?Quote:
Server To Client packets updates client data & information and informs him about actions.
Client To Server packets are like a request, but it doesn't prove anything to do, so if C->S packet received, the server modules checks his request and makes sure requirements are included then informs the client with a S->C packet.
Why aren't C->S used immediately to reduce packets count and increase the speed of responding?
To prevent packet injecting.For example, CTF update packet, 0x34B1, its responsible for everything about CTF like notifiers, registration result and assigning team. Same for BA/FTW, so basically if you ignore/continue them, they won't work anymore, because client doesn't retrieve data from server.Code:0x34D2 | AGENT_BARENA_OPERATION 0x34B1 | AGENT_FLAGWAR_UPDATE 0x385F | AGENT_SIEGE_UPDATE
Yeah, maybe I didn't get the exploit well.Quote:
Well, you must block these opcodes only from client side cuz they're server side packets ?
i mean you just need to disconnect the client if it send a server packet