sinewav wrote:What does the log look like when you connect in under 3 seconds?
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[1 IP=192.168.0.11:55466] received logout from 1.
[1 IP=192.168.0.11:55466] Beavis left the game.
[1 IP=192.168.0.11:55466] Killing user 1, ping 0.280742, IP 192.168.0.11:55466: You logged out regularly.
[1 IP=192.168.0.11:54992] Received login from 192.168.0.11:54992 via socket *.*.*.*:4534, network version: 0.2.9_alpha (ID: 17).
[1 IP=192.168.0.11:54992] New user: 1
[1 IP=192.168.0.11:54992] Beavis entered the game.
For the curious. And no, that does not unsilence you, as far as I can tell.
That said, neither does any sequence that produces sinewav's log unsilence you. Just before the "Spectator left" message is printed, the silence status is persisted away in the datastructure that survives the ePlayerNetID. That state should be picked up as he re-enters. He must be creating a third ePlayerNetID in between the two Durfs, created before the first is destroyed and destroyed before the second is created. One that leaves no trace in the logs for some reason. Hurm. No clue how he would manage that, but a scary possibility is now blocked.
Oh, and the exploit should now also be fixed. If you get silenced, your IP gets silenced right away and only unsilenced if enough time passes so the server forgets about it or you get unsilenced by a moderator.
I forgot:
sinewav wrote:Also, while silenced he was still able to /msg me, and I can't remember if I engaged silence on my client, but it was annoying as all hell.
That's a feature so they can tell you how sorry they are and ask politely to be given their voice back. I can see how it would not work for him. I suppose the two possible ways to deal with that would be a clientside silence (which he can still dodge) or what you did later on.