1. Post #121
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    Excuse me, please fix GetNumClients()
    Or you could try reading the thread, as I not only responded to your post (within hours), but included a link to the fixed version. The download link on the main page was updated as well.

  2. Post #122
    Gold Member
    huntskikbut's Avatar
    November 2005
    735 Posts
    How well does the anti-spoof work?

  3. Post #123
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    How well does the anti-spoof work?
    Perfectly.

    Unless backend is exploitable.
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  4. Post #124
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    Perfectly.

    Unless backend is exploitable.
    Not quite. It requires the server to have an active connection to the steam backend. Spoofed clients do not get approval callbacks, so if that callback is received and the server is connected, you are absolutely guaranteed that they are a legitimate client. Due to the absence of these callbacks when the server periodically gets disconnected for whatever reason, it's not quite perfect.

  5. Post #125
    infinitywrai's Avatar
    December 2007
    539 Posts
    The module works better at getting number of players now, but today it was reporting 1 more player than there actually was for a while. After a restart it went away, but I thought i'd let you know.

  6. Post #126
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    The module works better at getting number of players now, but today it was reporting 1 more player than there actually was for a while. After a restart it went away, but I thought i'd let you know.
    Do you know anything more about the discrepancy? Was it in total, active, spawning, or some combination of the three? The information all comes straight from the internal engine stuff, so it should be identical to what you would get from 'status.' Anything else would help me track it down.

  7. Post #127
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    Just released 4.2 which features linux support. Linux compile includes all anti-tranquility and anti-serenity features of the 4.1 windows build.

    The makefile is now standalone (don't have to mess around with the sdk supplied makefiles), but a valid srcds install and a slightly modified sourcesdk is required (if you wish to compile it on your own, the changes you need to make are fairly obvious).

  8. Post #128
    Gold Member
    Killalot's Avatar
    September 2005
    107 Posts
    The latest version doesn't have the sourcecode. D:

  9. Post #129
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  10. Post #130
    Gold Member
    Killalot's Avatar
    September 2005
    107 Posts
    Oh; cheers.

  11. Post #131
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  12. Post #132

    February 2008
    12 Posts
    I must be stupid or something, but where do I put this file?
    The Windows file if that matters.

  13. Post #133
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    I must be stupid or something, but where do I put this file?
    The Windows file if that matters.
    In garrysmod/lua/includes/modules.

  14. Post #134

    February 2008
    12 Posts
    Its already one in there, it came with the srcds server I guess?

  15. Post #135
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    Its already one in there, it came with the srcds server I guess?
    Uh, no. You probably installed it before without realizing it, and unless that happened within the last week or two the version already there is out of date. Just overwrite it.

  16. Post #136

    February 2008
    12 Posts
    I downloaded a fresh server today, went to that directory.
    Its the same size, and I didnt install anything on this server.


    I did replace it though.

  17. Post #137
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    I downloaded a fresh server today, went to that directory.
    Its the same size, and I didnt install anything on this server.


    I did replace it though.
    I can absolutely guarantee you that gatekeeper is not being distributed with garrysmod or any other official channel, as it's not only potentially quite unstable across engine changes but also relies on code modification of the engine binary at runtime to function. There is no way that anybody in their right mind would bundle it.

    You missed something.

  18. Post #138
    Grocel's Avatar
    October 2008
    1,249 Posts
    Its already one in there, it came with the srcds server I guess?
    I think we need a sticky that says how to install modules. ;)

  19. Post #139
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    I think we need a sticky that says how to install modules. ;)
    Or people could simply realize that lua/includes/modules is the place where the default modules already are and is also the only place in lua/ that has binaries. If they can't figure that out they probably have no use for modules in the first place.

  20. Post #140
    Project Lead, Internet Explorer for Linux
    lavacano's Avatar
    October 2008
    14,610 Posts
    This might have been asked before, but I don't feel like sifting through the thread.

    Does the PlayerPasswordAuth get called if the player doesn't send a password?

  21. Post #141
    Shane's Avatar
    March 2010
    336 Posts
    This might have been asked before, but I don't feel like sifting through the thread.

    Does the PlayerPasswordAuth get called if the player doesn't send a password?
    Yea, the hook is triggered where the password auth happens so even if it is blank it is still checking, which triggers the hook.

  22. Post #142
    LiquidGame's Avatar
    June 2010
    191 Posts
    The latest update seems to of broke this on Linux.
    Code:
    Lua initialized (Lua 5.1)
    Gatekeeper: CBaseServer::RunFrame signature failed!

  23. Post #143
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    The fix has been uploaded and can be downloaded here. Also fixes a bug with steamid rendering for pirated clients that attempt to join; it will now correctly display as STEAM_ID_UNKNOWN instead of a series of numbers.

    Cracked servers that attempt to run gatekeeper will crash. Stop asking me for help fixing this; it was introduced on accident but will be kept in on purpose. Enjoy!

  24. Post #144
    LiquidGame's Avatar
    June 2010
    191 Posts
    Thanks.

  25. Post #145
    LiquidGame's Avatar
    June 2010
    191 Posts
    Getting this error:
    Code:
    Gatekeeper: pServer is NULL!
    When using gatekeeper.DropAllClients(reason)

  26. Post #146
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    Getting this error:
    Code:
    Gatekeeper: pServer is NULL!
    When using gatekeeper.DropAllClients(reason)
    Are you by any chance running any other modules based on gatekeeper source? The only thing that could cause this that I can think of is something else modifying CBaseServer::RunFrame causing the detour to not be applied, causing gatekeeper to never get the CBaseServer pointer.

    At the very least, I can't reproduce the issue, so if you could provide any additional information that would be great.

  27. Post #147
    LiquidGame's Avatar
    June 2010
    191 Posts
    Are you by any chance running any other modules based on gatekeeper source? The only thing that could cause this that I can think of is something else modifying CBaseServer::RunFrame causing the detour to not be applied, causing gatekeeper to never get the CBaseServer pointer.

    At the very least, I can't reproduce the issue, so if you could provide any additional information that would be great.
    OS: CentOS 5 x86

    3rd party modules:
    MySQLOO.
    Gatekeeper.

  28. Post #148
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    OS: CentOS 5 x86

    3rd party modules:
    MySQLOO.
    Gatekeeper.
    And you aren't running anything like metamod, correct?

    My development server is running OB server version 54 and gmod version 92 and I'm completely unable to reproduce the problem; if it's creating the functions then the signature scan had to have succeeded, and I'm having trouble thinking of anything that would break the RunFrame detour (unless there is something silently causing that code to fail, but I have no idea what that would be) but none of that code has changed recently and I'm assuming that older versions worked just fine for you.

  29. Post #149
    LiquidGame's Avatar
    June 2010
    191 Posts
    And you aren't running anything like metamod, correct?
    I'm assuming that older versions worked just fine for you.
    Correct.

  30. Post #150
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    Well, in the event that this helps with any possible loss in the signature's precision, try this version with an expanded signature here.
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  31. Post #151
    LiquidGame's Avatar
    June 2010
    191 Posts
    I actually found that it was caused by something else disconnecting me just before the Gatekeeper function was called.

    P.S I deserve a box. D:
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  32. Post #152
    Gold Member
    ComWalk's Avatar
    August 2005
    107 Posts
    Engine update broke gatekeeper again on linux, should be fixed again. Once again, no need to update if you're running windows.
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  33. Post #153
    mbainrot's Avatar
    August 2008
    178 Posts
    question, how does one specify a username??
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  34. Post #154

    February 2010
    164 Posts
    Since the last update gatekeeper seems to crash the client when they're dropped.
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  35. Post #155
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,094 Posts
    It seems to crash me when I start a listen with it required

  36. Post #156
    IS AWESOME@@@@@@@@@@

    January 2009
    968 Posts
    It seems to crash me when I start a listen with it required
    One of the functions it hooks has a new argument due to recent changes in the protocol. You'll have to wait for ComWalk or AzuiSleet to update it.

  37. Post #157

    February 2010
    164 Posts
    azuigay

    Edited:

    cumwalk

    Edited:

    voidedpenis

    (User was banned for this post ("why reply" - Lithifold))
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  38. Post #158
    I'm Solo.
    Chief Tiger's Avatar
    April 2010
    467 Posts
    Update please, I'd like for my servers to be back online.

  39. Post #159
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,852 Posts
    /bugtofix

    All of my scripts use this D:

  40. Post #160
    Gold Member
    VoiDeD's Avatar
    August 2005
    860 Posts
    AzuiSleet is working on it right now.
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