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Remove FCVAR_SERVER_CAN_EXECUTE from disconnect
#663
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Remove FCVAR_SERVER_CAN_EXECUTE from disconnect
#663
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To be clear, do clients already ignore How is it handled in regards to vanilla? Like what happens if you run this PR in vanilla? |
Normal clients do not ignore
Nothing, this is reverting |
Aight, thanks for the clarification <3 The only thing I need to keep in mind then in that regard is to give modders a heads-up in case they somehow made a server-mod that sends Man I wish I already had a system in place to crawl Thunderstore mods for this sorta stuff ^^" |
I think when we added |
So I got around writing a quick Thunderstore scraper and based on my local dataset, the following mods at their latest version will be affected
checked by running: $ find thunderstore -type f -exec grep -l '"disconnect[ "]' {} +
thunderstore/Zanieon-Matchmaking_Mixtape_Menu-1.2.0/mods/MixtapeMenu/mod/scripts/vscripts/ui/menu_lobby.nut
thunderstore/SoftSleeper-Attrition_Extended_Overhaul-1.2.11/mods/ATTExtendOverhaul/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut
thunderstore/VoyageDB_Modding_Home-Attrition_Extended-1.9.3/mods/AITdmExtended/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut
thunderstore/NanohmProtogen-VanillaPlus-2.4.1/mods/NP.VanillaPlus/mod/scripts/vscripts/ui/menu_lobby.nut
thunderstore/VoyageDB_Modding_Home-Grunt_Mode-3.3.2/mods/GruntModeNS/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut
thunderstore/VoyageDB_Modding_Home-Nessie_Temp_Fix-1.3.16/mods/NessieTempFix/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut
thunderstore/The_Peepeepoopoo_man-Titanframework-2.4.2/mods/peepee.Titanframework/mod/scripts/vscripts/sh_loadouts.nut
thunderstore/Okudai-loeb-1.0.1/mods/okudai.loeb/mod/scripts/vscripts/ui/menu_lobby.nut
thunderstore/Capt_Diqhedd-GoMortyYourself-1.0.1/mods/Diq.GoMortyYourself/mod/scripts/vscripts/cl_mortyyourself.gnut
thunderstore/VoyageDB_Modding_Home-Modded_Bleedout_Game-1.0.3/mods/Modded.Bleedout/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut
thunderstore/VoyageDB_Modding_Home-The_Spawner_English-1.2.0/mods/Super.Mixed.Game.English/mod/scripts/vscripts/burnmeter/sh_burnmeter.gnut
thunderstore/VoyageDB_Modding_Home-The_Spawner_English-1.2.0/mods/Super.Mixed.Game.English/mod/scripts/vscripts/sh_loadouts.nut
thunderstore/taskinoz-EnhancedMenuMod-1.14.0/mods/Enhanced.Menu.Mod.Northstar/mod/scripts/vscripts/sp/sp_training.nut
thunderstore/zxcPandora-DeveloperMode-1.0.1/mods/DeveloperMode/mod/scripts/vscripts/sh_loadouts.nut
thunderstore/EladNLG-RoguelikeBETA-0.3.102/mods/EladNLG.Roguelike/mod/scripts/vscripts/sp/_savegame.gnut
thunderstore/EladNLG-Roguelike-0.3.102/mods/EladNLG.Roguelike/mod/scripts/vscripts/sp/_savegame.gnut |
What would you say is the best way to proceed? Ping mod authors and release PR as part of minor release? |
Note that only mods that do this on server are affected by this, which reduces this count quite a lot. |
Good point. I manually looked through the mods a bit and this is what I ended up with:
Looking at it further the majority of the server sided mods that call
From the look of it, they are called on server but I might be mistaken. If they are, I guess we'd have to update the corresponding mod code as well ^^" |
Not a lot that we can do about the mods that override these files. Lets be honest, they aren't going to get updated. But yeah R2Northstar/NorthstarMods#841 fixes the cases in Northstar. |
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in code it only removes the adding of the flag but as in the discussion above it will break some mods
Servers should use the
NSDisconnectPlayer
script function instead. (clients can just ignore thedisconnect
command, it's more a suggestion)Closes #553