2,837 Commits over 2,072 Days - 0.06cph!
Rate limit pairing and alarms
Save player names so the teams UI can always show the correct name of dead players (instead of "DEAD")
WIP fix for players sometimes being removed from teams when they die
Update Fleck with some fixes for console spam, also add redundant checks in the RCon listener to make sure nothing slips by
Send a notification to players when they're offline and get killed by something
Moved the player token into the sqlite backed persistence (separate db so it doesn't get wiped)
Handle the case where the player's token is valid but they have been destroyed
Made those tokens int32 instead of uint32
Temporary IP ban people who flood the command server
Automatically cleanup expired bans and token buckets
Make the default command server port never overlap with the game or rcon
Change serverid to a replicated convar
Fix Command.Set not triggering convar replication (only worked when running a command before)
Add console commands to enable/disable notifications for a server
Make player token required in protos
Throttle command dispatching
Add rate limiting for incoming commands
Player authentication is now mandatory
Another pooling fix
Update to new websocket lib
Fix some pooling issues
Add Pool.FreeDynamic to return objects to the pool using their runtime type (only required for polymorphic types)
Fix steamid parsing incorrectly in webrcon chat view
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Fix notification permission toggling generating a new steam ticket
Prevent duplicate player tokens from being generated
Add an option to IO entities so paired devices can be cleared (generates a new token for it)
Entity pairing notification, moved new entities to electrical category too
Remove an old change that isn't required anymore
Require hammer or wire tool to rename
New entity info command, allow it to have different payloads per entity type
Remove the old building info and entity info code - new IO entity auth method
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Send the player token with the pairing notification
Convar for command server port, defaults to game server port + 1, set to negative to disable it
Fix pairing notification not actually including the payload data
Drop UnityWebRequest cause HttpClient is so much better (and use async instead of coro)
Update to the latest notification api
Send pairing notification
From code review: Only replicate convars to clients that have successfully authed
Also removed the new Server class and combined it into ServerMgr
Switch to saving the server id + token in the identity folder because there can be multiple on the same system, also planning to use replicated convar to get the server id on clients
Add convar replication (use [ReplicatedVar] attribute)
Server now requests a server ID and token at boot, notification screen uses it but need a nice way to send it to the client first so WIP
Server now requests a server ID and token at boot, notification screen uses it but need a nice way to send it to the client first so WIP
Update Protobuf CodeGenerator so the ProtocolParser file doesn't get stomped all the time
Update Protobuf CodeGenerator so the ProtocolParser file doesn't get stomped all the time