[Mod] Latency Protection [latency_protection]

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[Mod] Latency Protection [latency_protection]

by Coder12 » Sun Oct 27, 2019 22:40

Latency protection mod attempts to prevent players from glitching through protected nodes. By either teleporting the player or damaging them.

License: MIT
Mod dependencies: none
Optional mod dependencies: none
Contributors:Panquesito7

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Last edited by Coder12 on Tue Nov 12, 2019 20:37, edited 3 times in total.
 

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Re: [Mod] Latency Protection [latency_protection]

by Hume2 » Mon Oct 28, 2019 06:25

It's an interesting idea. However, it can be misused to teleport back into a protected area after leaving it. On a PvP server, when someone falls into a trap, he can teleport back.

From what I've seen from your code, it is possible to do even more. If someone dies, he can teleport back to his original position by violating protection. Or when I jail someone, he can teleport back by violating a protection. Well, these can be fixed easily though, just keep in mind that it's possible.
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Re: [Mod] Latency Protection [latency_protection]

by Coder12 » Mon Oct 28, 2019 16:19

Hume2 wrote:It's an interesting idea. However, it can be misused to teleport back into a protected area after leaving it. On a PvP server, when someone falls into a trap, he can teleport back.

From what I've seen from your code, it is possible to do even more. If someone dies, he can teleport back to his original position by violating protection. Or when I jail someone, he can teleport back by violating a protection. Well, these can be fixed easily though, just keep in mind that it's possible.


Hmm. Thanks for the feed back I will see if I can fix these problems.
 

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Re: [Mod] Latency Protection [latency_protection]

by Coder12 » Mon Oct 28, 2019 17:56

I attempted to fix some of those thing. I was only able to address one, on re-spawn it will record a new position. I guess a real cure would be protection damage.
Last edited by Coder12 on Mon Oct 28, 2019 19:41, edited 2 times in total.
 

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Re: [Mod] Latency Protection [latency_protection]

by Hume2 » Mon Oct 28, 2019 19:36

I think, subtracting health points by each protection violation might work. It would make glitching through walls nearly impossible.
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Re: [Mod] Latency Protection [latency_protection]

by Coder12 » Mon Oct 28, 2019 19:48

Hume2 wrote:I think, subtracting health points by each protection violation might work. It would make glitching through walls nearly impossible.

I will see about that. I know some people who do not like protection damage, So I am gonna take that into account.
 

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Re: [Mod] Latency Protection [latency_protection]

by Coder12 » Tue Oct 29, 2019 05:51

Alright I added the option to switch between damaging or teleporting a player. Plus, I made it where it keeps track of time between protection calls. If the time is short between calls it will activate the punishment.
 

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Re: [Mod] Latency Protection [latency_protection]

by Coder12 » Tue Nov 12, 2019 20:38

I have buffed the default settings for time_max and damage.
 

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Re: [Mod] Latency Protection [latency_protection]

by Linuxdirk » Wed Nov 13, 2019 04:27

Coder12 wrote:Alright I added the option to switch between damaging or teleporting a player.

Why not both?
 

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Re: [Mod] Latency Protection [latency_protection]

by Coder12 » Fri Nov 15, 2019 19:06

Linuxdirk wrote:
Coder12 wrote:Alright I added the option to switch between damaging or teleporting a player.

Why not both?

Sorry for late reply, I can add a option for both if you like.
 


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