- The player will only finish the handshake once they spawn their player, a normal client would always do this eventually.
- They cannot chat, even if they request world data but just not spawn their player.
- Other clients will not be notified of their join/leave in both cases (dont request WD or do but dont spawn)
- And most importantly, they do not show on the in game player list but still show on the server console /playing cmd.
* Init docsify
* Readme: fix build badge, remove contributors
The "all contributors" section is woefully out of date and for many
reasons, it's not something we're going to support. Going forward, we're
going to try to find a different / better / more inclusive way of doing
contributions in such a way that's meaningful to people.
* Fix build badge again
* Update experimental build download instructions
* Remove note about Travis CI being available
* Update install guide to use TShock.Server.exe.
* ∆: minor changes to setup instructions?
* Remove setup guide because it's out of date
* Update non-dev readme with instructions on using tshock
* Remove experimental downloads section from dev readme
* Add a link to github to non-dev docs
* Change example password
* Update non-dev readme with more data
* Move changelog to docs folder
* Rehead installing tshock
* Embed streamable video
* Create CNAME
* Update CNAME
* Update index to be a little more cool
* Rename homepage
* Rename changelog to changelog
* Document constileation and heaptile providers
* More command line docs
* Update developer readme
* Augment the readme
* Add nuget links
* Add a space
* What is the cost of lies?
* Modernize cli docs
* Document tile providers
* Clarify provider slowness
* Further doument tile providers
* ∆: modify markdown output for permissions to add wikilinks
* Remove AN
If there's one thing I learned in this exercise, it's that letting
people add random python scripts to the repo like gpltext.py that
promise to be easier than find and replace is a bad idea.
As pointed out by @QuiCM, TShock.Players is actually an array and not a
smarter collection, so length will return the total collection size and
not the active players. An earlier commit was added that gives TSPlayer
an ICollection<TSPlayer> that contains only active players. This is now
the basis of determining the number of active players on the server.
This renames some methods in the Utils class to better reflect what they
do or what they provide back. It should be clearer what these methods
are for now than before.
This is not a great method, but it's actually the only method in TShock
that interpolates the %map% and %players% variables and it used in at
least three places in the codebase. Since it's already so specialized,
it's not worth changing it to take an actual File object, in my humble
opinion.
This also clarifies what the method does and what makes it special, as
opposed to being fairly generic.
The ban system needs a full rewrite anyway, but this move removes
something from Utils, puts it closer to its operating point, simplifies
the method, and clarifies what it actually does.
This is a public method that only has two uses in TShock and both of
them are listing players to a player. A foreach isn't rocket science and
this method was originally created just because there was no good object
to iterate on (e.g., a TSPlayer array).
There are two occasions in the codebase when Utils.Reload is called and
we're competent enough that we can just call the event when the reload
happens. Unrelated note, but shouldn't this event be called prior to
reloading? I've kept it the same to preserve existing behavior, but I
think it should probably happen before the reload event takes place.
Either way, I think this is fine.
Arguably, this is one of the more controversial methods that's being
kept. Because it kicks and bans a target player, it's more useful than
removing it and requiring people to interface with the TShock Ban
Manager directly (not a good move for the future). Whether or not this
method sucks is up for debate, but right now I think it's totally fine
to keep it around in a different location.
Some anti-cheat calls were changed to "You have been Bounced." I don't
think we need to tell clients why they were disconnected so they can
tune their hacks better.