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[MP] Hoist anti fakeplayer code into engine #1205

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@Razish Razish commented Feb 10, 2024

Fixed connection status checks in g_antiFakePlayer.
Replicated the check in the engine.

  • g_antiFakePlayer -> sv_antiFakePlayer
  • g_maxConnPerIP -> sv_maxConnPerIP

Fixes #1146

@Razish Razish requested a review from a team as a code owner February 10, 2024 17:21
@Razish Razish changed the title Hoist anti fakeplayer code into engine [MP] Hoist anti fakeplayer code into engine Feb 10, 2024
- replace g_antiFakePlayer -> sv_antiFakePlayer (1, 2)
- replace g_maxConnPerIP -> sv_maxConnPerIP
@bartrpe
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bartrpe commented Mar 5, 2024

As far as I understand the problem in Issue #1146 , wouldn't it also work to make sure IPstring is purged on disconnect? What would make the solution here better?

@TomArrow
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TomArrow commented Mar 5, 2024

As far as I understand the problem in Issue #1146 , wouldn't it also work to make sure IPstring is purged on disconnect? What would make the solution here better?

If it was cleared in game module that might be fine. If in server, not so good. It'd be nice to solve this in a way that doesn't require an engine update.

That said, this is a nice and long overdue cleanup of the code either way and certainly can't hurt.

Also, is it possible that the ip is not deleted in order to detect reconnets?

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[BUG] g_maxConnPerIP/g_antiFakePlayer broken?
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