this was exhausting file descriptors with enough concurrent reads, from
what I can tell. Either way, spawning a new OS thread per read is not
the way.
Because this is so critical, I added unit-tests for that behavior.
this happens when, somehow, the client disconnects before we get here.
I had this happen when breaking in the debugger and continuing, which
leads to clients timing out (client-side timeouts).
Closes#393 and #394
This PR cleans up and fixes the code in TNetwork::Authentication and
sends the kick reason to lua.
The event is now `function postPlayerAuth(Kicked: bool, Reason: string,
Name: string, Role: string, Guest: bool, Identifiers: table)`
---
By creating this pull request, I understand that code that is AI
generated or otherwise automatically generated may be rejected without
further discussion.
I declare that I fully understand all code I pushed into this PR, and
wrote all this code myself and own the rights to this code.
This PR adds an "I" packet which returns the server information. This
can be used by external programs and the launcher to get information
about a server without having to connect it to. It can be toggled in the
config and in lua.
This can be used to check if UDP works :)
I've tested this a bit with snep ingame, even spamming this on localhost
with a large number of connections seems to not impact gameplay at all.
Adds `MP.GetPlayerRole(player_id)` to the Lua API to get a player's role
("USER", "EA", "MDEV", "STAFF", "ET") by their player id.
Currently you can only get someone's role in onPlayerAuth from the
parameters and in onVehicleSpawned and onVehicleEdited from the packet
data, but not in onPlayerJoin for example without storing it.
With this PR, returning 2 in onPlayerAuth will allow the player to join
without checking if the server is full. This makes it easier for plugin
developers to allow for example their staff to join without having to
change the max player count.
Adds `MP.Get(ConfigID)` to the lua api to get the current server
settings.
```lua
lua> print(MP.Get(MP.Settings.Name]))
[LUA] BeamMP Server
lua> MP.Set(MP.Settings.Name, 'Hello World')
[INFO] Set `Name` to Hello World
lua> print(MP.Get(MP.Settings.Name))
[LUA] Hello World
```
Closes#146
Adds `post*` events which are triggered after the respective `on*` event
has completed and the results have been sent.
They have the same arguments as the `on*` function, with the exception
that another argument is added in the beginning which contains whether
the `on*` variant was cancelled.
this change replaces the `_G` event handler lookup with a lua snippet
that fetches whatever the user has set, which could be a module's
function, a builtin global, or even a function defined in the
`RegisterEvent `call
When adding elements to a table, the .add() function does not behave as
expected in various cases, making it really shit and difficult to use.
Instead, we keep our own index and just add one by one. It works, and
it's easy to understand.
This may lead to indices which are nil, i.e. non-fully-sequential
tables, but I can't be asked to worry about it because that shouldn't be
an issue when we use .set() everywhere.
When adding elements to a table, the .add() function does not behave as
expected in various cases, making it really shit and difficult to use.
Instead, we keep our own index and just add one by one. It works, and
it's easy to understand.
This may lead to indices which are nil, i.e. non-fully-sequential
tables, but I can't be asked to worry about it because that shouldn't be
an issue when we use .set() everywhere.