Just cleaning up some sentry related code, mentions, etc.
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#398
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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)`
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Swap the sequence of the build instruction steps 2 and 3 so it actually
works
No AI involved, i used my own brain to mess it up and to fix it 😉
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I declare that I fully understand all code I pushed into this PR, and
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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.