Bug #19
Flood-Protection not suitable while timeout is active
| Status: | Resolved | Start: | 05/06/2009 | |
| Priority: | Normal | Due date: | 05/10/2009 | |
| Assigned to: | % Done: | 100% |
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| Category: | - | |||
| Target version: | 2.5.2 | Estimated time: | 1.00 hour | |
| Votes: | 0 |
Description
While a timeout is active (game is slowmo'd to 0.0001 or so) the floodprotection isn't adjusting to the slowmo value and detects say-stuff as flood very quickly. Quick solution is to disable the flood-protection during a timeout.
Before I implement this, I need to know which if-blocks I will "loosen" (with a check for active timeout):
a) only the parts where the incoming event is blocked, because the player was already recognized as spammer
b) only the parts where a player becomes marked as spammer (e.g. setting timestamps when he is allowed to say something again, or where some counters are incremented)
c) both.
d) whether I should also disable these weird "punishments"
I'd say I would do only c), as this will avoid to mark someone as spammer (when he started "spamming" during timeout but was no spammer before timeout yet) and so he doesn't have to suffer from any consequences/punishments after timeout is over either.
Apart from that, I would do the changes for the flood-protections covering:
- name changes
- tell command
- say and team say
- voice taunts
History
Updated by divVerent 275 days ago
Clearly e) = b) and reset all flood control fields when entering pause. It's what takes least code, and works best.
Updated by GreEnmArine 275 days ago
- Due date set to 05/10/2009
- Status changed from Assigned to Resolved
- % Done changed from 0 to 100
done.