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Old 21/05/2009, 08:50 PM   #21
Joske_Vermeulen
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Default Re: [REL] DNS Plugin v2

check your inbox @ sa-mp forum
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Old 22/05/2009, 05:28 PM   #22
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Default Re: [REL] DNS Plugin v2

For those who have a windows server and get this error and the plugin is inside the plugins folder

Code:
Loading plugin: dns.dll
Failed.

Script[gamemodes|filterscripts/x.amx]: Run time error 19: "File or function is not found"
download this new compiled dns.dll by Incognito.

download
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Old 25/05/2009, 03:32 PM   #23
watkijkje
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Default Re: [REL] DNS Plugin v2

If someone has a Dynamic IP and that IP changes,
does his hostname changes too?

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Old 25/05/2009, 05:26 PM   #24
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Default Re: [REL] DNS Plugin v2

Quote:
Originally Posted by watkijkje
If someone has a Dynamic IP and that IP changes,
does his hostname changes too?
no, it will resolve the same hostname unless you use a proxy or change internet provider
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Old 27/05/2009, 11:49 PM   #25
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Default Re: [REL] DNS Plugin v2

To expand slightly on that: yes, in that case, the entire hostname will change, but the top-level hostname label (i.e., the part that designates the ISP) will not. For example, if your hostname is 127-0-0-1.my.isp.com, but your IP address changes while you are still on the same ISP, then the last part (my.isp.com) will stay the same.

Over the past few days, I have worked with Contador to resolve compatibility issues with the plugin. It should work fine now on Windows and most Linux distributions. Please inform me if there are any problems.
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Old 29/05/2009, 10:23 PM   #26
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Default Re: [REL] DNS Plugin

Quote:
Originally Posted by Kye
I wanted to make a comment about this.

Reverse DNS is obviously very useful if you need to ban players on a hostmask say: *.their-isp.com. You could check the host off on connect and Kick() them. But:

Reverse DNS takes time to resolve and it's the duty of an SA-MP script to return execution to the server as quickly as possible. Calling this function will likely delay execution and result in lag for other players while the reverse DNS lookup is occuring. The only way to do this properly is for the DNS lookup to be threaded and call a callback like OnPlayerReverseDNS(playerid, rdns_string[]).

Doesn't it cause problems if you have a different thread call functions in the AMX?
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Old 02/06/2009, 07:44 AM   #27
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Default Re: [REL] DNS Plugin v2.1

I would like to note one final update (hopefully): I have resolved segmentation faults in Linux by executing callbacks from the main thread. The only way I could figure out how to do this was to create a new function, dns_poll_events, which must now be called on a timer somewhere in the script. Look at my updated banhost.pwn for an example.
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Old 02/06/2009, 12:57 PM   #28
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Default Re: [REL] DNS Plugin v2.1

Quote:
Originally Posted by Incognito
I would like to note one final update (hopefully): I have resolved segmentation faults in Linux by executing callbacks from the main thread. The only way I could figure out how to do this was to create a new function, dns_poll_events, which must now be called on a timer somewhere in the script. Look at my updated banhost.pwn for an example.
This is the only way i have found to make things completely thread safe using a plugin, a polling scheme that polls plugin for updates. I guess you did this for windows also?
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Old 02/06/2009, 03:24 PM   #29
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Default Re: [REL] DNS Plugin v2.1

Hi, nice plugin.
But i need a Command like that: /banhost [playerid]
I have try it but it doesn't works.

- LJ
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Old 06/06/2009, 04:22 AM   #30
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Default Re: [REL] DNS Plugin v2.1

Quote:
Originally Posted by 'Littlejohny'
Hi, nice plugin.
But i need a Command like that: /banhost [playerid]
I have try it but it doesn't works.

- LJ
I would assume you have to do it custom, as in store the host into a file somewhere and check everyone when they connect to see if they have a banned host. If they do kick em' off else let em' in.
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