Only memory. It's up to you to save. Although the autopatcher does it, I'm trying to avoid disk access to be more cross-platform and not to make any assumptions about directories. ----- Original Message ----- From: "Jeremy Swigart" <jswigart@xxxxxxxxx> To: <raknet@xxxxxxxxxxxxx> Sent: Sunday, July 18, 2004 5:08 PM Subject: [raknet] Re: Version 2.221 released Does the ban list get saved out to a file of some sort or does the list reside in memory for the duration of the session? On Sat, 17 Jul 2004 17:03:02 -0700, Kevin Jenkins <rakkar@xxxxxxxxxxxxxx> wrote: > This is probably the fastest update in history, but 2.221 has been released. > I found a significant bug with the DNO system that had to be fixed > immediately. > > I also added a ban system to the server and peer. It's simple but effective > > void AddToBanList(const char *IP); > void RemoveFromBanList(const char *IP); > void ClearBanList(void); > bool IsBanned(const char *IP); > > IP can be an IP address and can also take a * as a wildcard. Usually you > will ban the last segment of an IP in case someone has a dynamic IP such as > > AddToBanList("123.23.23.*"); > > This is more effective than what you can accomplish in the context of your > game (i.e. checking a list on ID_NEW_INCOMING_CONNECTION ) because it never > allows the connection to complete in the first place. > > If a client or peer attempts to connect and is banned, they will get > ID_CONNECTION_BANNED. > >