[raknet] Re: Version 2.221 released

  • From: "Kevin Jenkins" <rakkar@xxxxxxxxxxxxxx>
  • To: <raknet@xxxxxxxxxxxxx>
  • Date: Sun, 18 Jul 2004 19:13:54 -0700

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.
>
>





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