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Old 31/01/2013, 06:56 AM   #631
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Default Re: SA-MP 0.3x R1

Well....I'm not amused of R1
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Old 31/01/2013, 07:51 AM   #632
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Default Re: SA-MP 0.3x R1

Nice, update's today!

Quote:
Originally Posted by Kalcor
- Based on feedback, changes that were made to GTA:SA's streaming memory during 0.3x RC2 have been removed. The SA-MP client will continue to use 128MB of streaming memory, as it has done since SA-MP 0.2.
What are the consequenses of this?
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Old 31/01/2013, 08:12 AM   #633
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Default Re: SA-MP 0.3x R1

Quote:
Originally Posted by ikkentim View Post
Nice, update's today!
What are the consequenses of this?
Anyone who has installed loads of vehicle mods, player skin mods etc. will need to keep using the streaming memory fix ASI if they want to increase the RAM available to GTA:SA.

SA-MP without any mods (or the stock GTA:SA) normally doesn't require more streaming memory. A lot of players do use vehicle and player skin mods, even though this isn't officially supported by SA-MP (we never test it).

The streaming memory available to GTA:SA was increased during 0.3x RC2, although it turns out the changes were causing problems for people who already had streaming memory fixes using third-party mods. Since SA-MP isn't responsible for these mods, we can't make them compatible with 0.3x.

There aren't many complaints about it on this forum, although there are quite a few on forums of servers that are testing the 0.3x RC.

The solution for now was to change the streaming memory back to how it was in 0.3e.
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Old 31/01/2013, 08:17 AM   #634
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Default Re: SA-MP 0.3x R1

but over 9000 connection security, including changing packets ids, RPC, data about port, hash, HandleRPC changes, didn't properly protect server from bots attacks
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Old 31/01/2013, 08:27 AM   #635
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Default Re: SA-MP 0.3x R1

@Kalcor thanks for the info!
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Old 31/01/2013, 08:32 AM   #636
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Default Re: SA-MP 0.3x R1

Quote:
Originally Posted by DartfoL View Post
but over 9000 connection security, including changing packets ids, RPC, data about port, hash, HandleRPC changes, didn't properly protect server from bots attacks
It's not impossible to create fake clients for any internet protocol - especially when you have access to both the client and the server. They exist for TCP, HTTP, IRC etc. In most cases, you just need to learn to deal with it.
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Old 31/01/2013, 08:39 AM   #637
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Default Re: SA-MP 0.3x R1

Quote:
Originally Posted by Kalcor View Post
It's not impossible to create fake clients for any internet protocol - especially when you have access to both the client and the server. They exist for TCP, HTTP, IRC etc. In most cases, you just need to learn to deal with it.
just make a limit of packets per second
hooking ProcessNetworkPacket function in plugin is not good idea for server's owners
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Old 31/01/2013, 09:04 AM   #638
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Default Re: SA-MP 0.3x R1

High packet rates are acceptable on some servers.

I don't think most servers require that level of protection. But if you did:

http://wiki.sa-mp.com/wiki/GetPlayerNetworkStats
http://wiki.sa-mp.com/wiki/Kick
http://en.wikipedia.org/wiki/Iptables
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Old 31/01/2013, 09:06 AM   #639
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Default Re: SA-MP 0.3x R1

Quote:
Originally Posted by Kalcor View Post
High packet rates are acceptable on some servers.

I don't think most servers require that level of protection. But if you did:

http://wiki.sa-mp.com/wiki/GetPlayerNetworkStats
http://wiki.sa-mp.com/wiki/Kick
http://en.wikipedia.org/wiki/Iptables
Any ETA on how long for 0.3x to be on the main site?
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Old 31/01/2013, 09:38 AM   #640
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Default Re: SA-MP 0.3x R1

"Later today".
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