Bug #19

Flood-Protection not suitable while timeout is active

Added by GreEnmArine over 1 year ago. Updated over 1 year ago.

Status:Resolved Start:05/06/2009
Priority:Normal Due date:05/10/2009
Assigned to:GreEnmArine % Done:

100%

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 morfar over 1 year ago

  • Assigned to deleted (GreEnmArine)

Updated by morfar over 1 year ago

  • Assigned to set to GreEnmArine

Updated by morfar over 1 year ago

  • Status changed from Assigned to New

Updated by morfar over 1 year ago

  • Status changed from New to Assigned

Updated by divVerent over 1 year 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 over 1 year ago

  • Due date set to 05/10/2009
  • Status changed from Assigned to Resolved
  • % Done changed from 0 to 100

done.

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