Compare commits
2 commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b60f508a7b | |||
| 791c198fa0 |
3 changed files with 283 additions and 18 deletions
277
AdminStealth.cs
277
AdminStealth.cs
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@ -1,9 +1,13 @@
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using System.Text.Json;
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Core.Attributes.Registration;
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using CounterStrikeSharp.API.Core.Attributes.Registration;
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using CounterStrikeSharp.API.Core.Capabilities;
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using CounterStrikeSharp.API.Core.Capabilities;
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using CounterStrikeSharp.API.Modules.Admin;
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using CounterStrikeSharp.API.Modules.Commands;
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using CounterStrikeSharp.API.Modules.Commands;
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using CounterStrikeSharp.API.Modules.Entities;
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using CounterStrikeSharp.API.Modules.Entities;
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using CounterStrikeSharp.API.Modules.Timers;
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using CounterStrikeSharp.API.Modules.Utils;
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using CounterStrikeSharp.API.ValveConstants.Protobuf;
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using CounterStrikeSharp.API.ValveConstants.Protobuf;
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using CS2_SimpleAdminApi;
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using CS2_SimpleAdminApi;
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using Microsoft.Extensions.Logging;
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using Microsoft.Extensions.Logging;
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@ -12,21 +16,57 @@ namespace AdminStealth;
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// Companion to CS2-SimpleAdmin's css_hide. When an admin hides, everyone else sees them leave the
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// Companion to CS2-SimpleAdmin's css_hide. When an admin hides, everyone else sees them leave the
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// server, and nothing the hide does afterwards (the suicide, the team changes, their real
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// server, and nothing the hide does afterwards (the suicide, the team changes, their real
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// disconnect later) is announced. Also blocks the status command for players, which would
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// disconnect later) is announced. Hidden admins stay hidden across reconnects and map changes, and
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// can't join a team until they unhide. Also blocks the status command for players, which would
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// otherwise still list a hidden admin.
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// otherwise still list a hidden admin.
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public class AdminStealth : BasePlugin
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public class AdminStealth : BasePlugin
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{
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{
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public override string ModuleName => "AdminStealth";
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public override string ModuleName => "AdminStealth";
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public override string ModuleVersion => "0.1.0";
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public override string ModuleVersion => "0.2.0";
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public override string ModuleAuthor => "astra";
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public override string ModuleAuthor => "astra";
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public override string ModuleDescription => "Makes CS2-SimpleAdmin's css_hide look like leaving the server";
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public override string ModuleDescription => "Makes CS2-SimpleAdmin's css_hide look like leaving, and keeps it";
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// css_hide's own permission. Restoring waits for it, since SimpleAdmin loads admins after connect.
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private const string HidePermission = "@css/kick";
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private const float RestoreDelay = 2f;
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private const int RestoreAttempts = 5;
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private static readonly PluginCapability<ICS2_SimpleAdminApi> SimpleAdminCapability = new("simpleadmin:api");
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private static readonly PluginCapability<ICS2_SimpleAdminApi> SimpleAdminCapability = new("simpleadmin:api");
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private ICS2_SimpleAdminApi? _simpleAdmin;
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private ICS2_SimpleAdminApi? _simpleAdmin;
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// SteamID64s of admins who hid and haven't unhidden, kept in hidden.json.
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private readonly HashSet<ulong> _hidden = [];
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private string[] _hideAliases = ["css_hide", "css_stealth"];
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// Slot -> tick a hide alias was typed, to tell an admin unhiding themselves from SimpleAdmin
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// unhiding them because they joined a team.
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private readonly Dictionary<int, int> _hideTyped = [];
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// Slots with a restore timer running, and slots whose hide was run by us rather than typed.
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private readonly HashSet<int> _restoreScheduled = [];
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private readonly HashSet<int> _restoring = [];
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private static string ConfigDirectory => Path.Combine(Server.GameDirectory, "csgo", "addons", "counterstrikesharp",
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"configs", "plugins");
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private static string HiddenPath => Path.Combine(ConfigDirectory, "AdminStealth", "hidden.json");
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public override void Load(bool hotReload)
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public override void Load(bool hotReload)
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{
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{
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LoadHidden();
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_hideAliases = ReadHideAliases();
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foreach (var alias in _hideAliases)
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AddCommandListener(alias, OnHideTyped);
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// Joining any team, spectators included, would make SimpleAdmin unhide them.
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AddCommandListener("jointeam", OnJoinTeam);
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AddCommandListener("spectate", OnJoinTeam);
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AddCommandListener("status", OnStatus);
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AddCommandListener("status", OnStatus);
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RegisterListener<Listeners.OnMapStart>(_ =>
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{
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_hideTyped.Clear();
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_restoreScheduled.Clear();
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_restoring.Clear();
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});
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}
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}
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public override void OnAllPluginsLoaded(bool hotReload)
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public override void OnAllPluginsLoaded(bool hotReload)
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@ -41,10 +81,19 @@ public class AdminStealth : BasePlugin
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if (_simpleAdmin == null)
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if (_simpleAdmin == null)
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{
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{
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Logger.LogError("CS2-SimpleAdmin's API isn't available, so hiding won't look like leaving");
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Logger.LogError("CS2-SimpleAdmin's API isn't available, so hiding won't look like leaving or last");
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return;
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return;
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}
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}
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_simpleAdmin.OnAdminToggleSilent += OnAdminToggleSilent;
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_simpleAdmin.OnAdminToggleSilent += OnAdminToggleSilent;
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if (hotReload)
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{
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foreach (var player in Utilities.GetPlayers())
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{
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if (player is { IsValid: true, IsBot: false } && _hidden.Contains(player.SteamID))
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ScheduleRestore(player, RestoreDelay);
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}
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}
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}
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}
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public override void Unload(bool hotReload)
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public override void Unload(bool hotReload)
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@ -59,17 +108,67 @@ public class AdminStealth : BasePlugin
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return player == null ? HookResult.Continue : HookResult.Stop;
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return player == null ? HookResult.Continue : HookResult.Stop;
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}
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}
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private HookResult OnHideTyped(CCSPlayerController? player, CommandInfo command)
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{
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if (player is { IsValid: true } && !_restoring.Contains(player.Slot))
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_hideTyped[player.Slot] = Server.TickCount;
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return HookResult.Continue;
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}
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private HookResult OnJoinTeam(CCSPlayerController? player, CommandInfo command)
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{
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if (!IsHidden(player))
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return HookResult.Continue;
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player!.PrintToChat($" You're hidden, so you can't join a team. Type {ChatAlias()} to show yourself.");
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return HookResult.Stop;
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}
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private void OnAdminToggleSilent(int slot, bool hidden)
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private void OnAdminToggleSilent(int slot, bool hidden)
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{
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{
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if (!hidden)
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// The typed command's listener may run before or after SimpleAdmin's handler, which fires
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return;
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// this, so decide on the next frame, once both have run.
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var tick = Server.TickCount;
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Server.NextFrame(() => ResolveToggle(slot, hidden, tick));
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}
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private void ResolveToggle(int slot, bool hidden, int tick)
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{
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var typed = _hideTyped.Remove(slot, out var typedTick) && typedTick == tick;
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var admin = Utilities.GetPlayerFromSlot(slot);
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var admin = Utilities.GetPlayerFromSlot(slot);
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if (admin is not { IsValid: true, IsBot: false })
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if (admin is not { IsValid: true, IsBot: false })
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return;
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return;
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// A fake player_disconnect, sent to each client rather than fired on the server, so no
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if (hidden)
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// plugin (SimpleAdmin included) treats the admin as really gone.
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{
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if (_restoring.Remove(slot))
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{
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admin.PrintToChat($" You're still hidden. Type {ChatAlias()} to show yourself.");
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return;
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}
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if (_hidden.Add(admin.SteamID))
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SaveHidden();
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SendFakeLeave(admin);
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return;
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}
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if (typed)
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{
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if (_hidden.Remove(admin.SteamID))
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SaveHidden();
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}
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else if (_hidden.Contains(admin.SteamID))
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{
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// SimpleAdmin unhides anyone who joins a team, e.g. when the game auto-assigns them.
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ScheduleRestore(admin, 0.1f);
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}
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}
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// A fake player_disconnect, sent to each client rather than fired on the server, so no plugin
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// (SimpleAdmin included) treats the admin as really gone.
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private static void SendFakeLeave(CCSPlayerController admin)
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{
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var leave = new EventPlayerDisconnect(true)
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var leave = new EventPlayerDisconnect(true)
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{
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{
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Userid = admin,
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Userid = admin,
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@ -82,17 +181,107 @@ public class AdminStealth : BasePlugin
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};
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};
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foreach (var player in Utilities.GetPlayers())
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foreach (var player in Utilities.GetPlayers())
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{
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{
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if (player is { IsValid: true, IsBot: false, IsHLTV: false } && player.Slot != slot)
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if (player is { IsValid: true, IsBot: false, IsHLTV: false } && player.Slot != admin.Slot)
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leave.FireEventToClient(player);
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leave.FireEventToClient(player);
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}
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}
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leave.Free();
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leave.Free();
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}
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}
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private void ScheduleRestore(CCSPlayerController player, float delay)
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{
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var slot = player.Slot;
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var steamId = player.SteamID;
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if (!_restoreScheduled.Add(slot))
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return;
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AddTimer(delay, () => TryRestore(slot, steamId, 1), TimerFlags.STOP_ON_MAPCHANGE);
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}
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// Hides the admin again with SimpleAdmin's own command, retrying until their permissions load.
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private void TryRestore(int slot, ulong steamId, int attempt)
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{
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var player = Utilities.GetPlayerFromSlot(slot);
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if (player is not { IsValid: true, IsBot: false } || player.SteamID != steamId ||
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!_hidden.Contains(steamId) || _simpleAdmin == null)
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{
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_restoreScheduled.Remove(slot);
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_restoring.Remove(slot);
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return;
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}
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if (_simpleAdmin.IsAdminSilent(player))
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{
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_restoreScheduled.Remove(slot);
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_restoring.Remove(slot);
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MoveOffTeams(player);
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return;
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}
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if (attempt > RestoreAttempts)
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{
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_restoreScheduled.Remove(slot);
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_restoring.Remove(slot);
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_hidden.Remove(steamId);
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SaveHidden();
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player.PrintToChat(" You couldn't be hidden again, so you're visible now.");
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Logger.LogWarning("Couldn't hide {Name} ({SteamId}) again; forgot they were hidden", player.PlayerName, steamId);
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return;
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}
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if (AdminManager.PlayerHasPermissions(player, HidePermission))
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{
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_restoring.Add(slot);
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player.ExecuteClientCommandFromServer(_hideAliases[0]);
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}
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AddTimer(RestoreDelay, () => TryRestore(slot, steamId, attempt + 1), TimerFlags.STOP_ON_MAPCHANGE);
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}
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// For an admin SimpleAdmin still counts as hidden who ended up on a team anyway.
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private static void MoveOffTeams(CCSPlayerController player)
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{
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if (player.TeamNum <= (byte)CsTeam.Spectator)
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return;
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if (player.PlayerPawn.Value is { IsValid: true, LifeState: (byte)LifeState_t.LIFE_ALIVE } pawn)
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pawn.CommitSuicide(true, false);
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player.ChangeTeam(CsTeam.Spectator);
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Server.NextFrame(() =>
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{
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if (player.IsValid)
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player.ChangeTeam(CsTeam.None);
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});
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}
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[GameEventHandler(HookMode.Pre)]
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public HookResult OnPlayerConnect(EventPlayerConnect @event, GameEventInfo info)
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{
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if (!@event.Bot && _hidden.Contains(@event.Xuid))
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info.DontBroadcast = true;
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return HookResult.Continue;
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}
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// Also fires for everyone on a map change, which is when SimpleAdmin forgets who was hidden.
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[GameEventHandler(HookMode.Pre)]
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public HookResult OnPlayerConnectFull(EventPlayerConnectFull @event, GameEventInfo info)
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{
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var player = @event.Userid;
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if (player is not { IsValid: true, IsBot: false } || !_hidden.Contains(player.SteamID))
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return HookResult.Continue;
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info.DontBroadcast = true;
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ScheduleRestore(player, RestoreDelay);
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return HookResult.Continue;
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}
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[GameEventHandler(HookMode.Pre)]
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[GameEventHandler(HookMode.Pre)]
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public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
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public HookResult OnPlayerTeam(EventPlayerTeam @event, GameEventInfo info)
|
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{
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{
|
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if (IsHidden(@event.Userid))
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var player = @event.Userid;
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info.DontBroadcast = true;
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if (!IsHidden(player))
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return HookResult.Continue;
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info.DontBroadcast = true;
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if (@event.Team > (int)CsTeam.Spectator && _hidden.Contains(player!.SteamID))
|
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ScheduleRestore(player, 0.1f);
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return HookResult.Continue;
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return HookResult.Continue;
|
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}
|
}
|
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|
|
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|
|
@ -108,13 +297,75 @@ public class AdminStealth : BasePlugin
|
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[GameEventHandler(HookMode.Pre)]
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[GameEventHandler(HookMode.Pre)]
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public HookResult OnPlayerDisconnect(EventPlayerDisconnect @event, GameEventInfo info)
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public HookResult OnPlayerDisconnect(EventPlayerDisconnect @event, GameEventInfo info)
|
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{
|
{
|
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if (IsHidden(@event.Userid))
|
var player = @event.Userid;
|
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|
if (IsHidden(player))
|
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info.DontBroadcast = true;
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info.DontBroadcast = true;
|
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|
if (player is { IsValid: true })
|
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{
|
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_hideTyped.Remove(player.Slot);
|
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_restoreScheduled.Remove(player.Slot);
|
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|
_restoring.Remove(player.Slot);
|
||||||
|
}
|
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return HookResult.Continue;
|
return HookResult.Continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool IsHidden(CCSPlayerController? player)
|
private bool IsHidden(CCSPlayerController? player)
|
||||||
{
|
{
|
||||||
return player is { IsValid: true, IsBot: false } && _simpleAdmin?.IsAdminSilent(player) == true;
|
return player is { IsValid: true, IsBot: false } &&
|
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|
(_hidden.Contains(player.SteamID) || _simpleAdmin?.IsAdminSilent(player) == true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private string ChatAlias()
|
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|
{
|
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var alias = _hideAliases[0];
|
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|
return alias.StartsWith("css_") ? "!" + alias[4..] : alias;
|
||||||
|
}
|
||||||
|
|
||||||
|
// SimpleAdmin lets Commands.json rename css_hide, so listen for whatever it's called there.
|
||||||
|
private string[] ReadHideAliases()
|
||||||
|
{
|
||||||
|
var path = Path.Combine(ConfigDirectory, "CS2-SimpleAdmin", "Commands.json");
|
||||||
|
try
|
||||||
|
{
|
||||||
|
using var doc = JsonDocument.Parse(File.ReadAllText(path));
|
||||||
|
var aliases = doc.RootElement.GetProperty("commands").GetProperty("css_hide").GetProperty("aliases")
|
||||||
|
.EnumerateArray().Select(a => a.GetString()).OfType<string>().ToArray();
|
||||||
|
if (aliases.Length > 0)
|
||||||
|
return aliases;
|
||||||
|
}
|
||||||
|
catch (Exception ex) when (ex is IOException or JsonException or KeyNotFoundException or InvalidOperationException)
|
||||||
|
{
|
||||||
|
Logger.LogWarning("Couldn't read css_hide's aliases from {Path} ({Error}); using css_hide and css_stealth",
|
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path, ex.Message);
|
||||||
|
}
|
||||||
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return ["css_hide", "css_stealth"];
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LoadHidden()
|
||||||
|
{
|
||||||
|
_hidden.Clear();
|
||||||
|
if (!File.Exists(HiddenPath))
|
||||||
|
return;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
_hidden.UnionWith(JsonSerializer.Deserialize<List<ulong>>(File.ReadAllText(HiddenPath)) ?? []);
|
||||||
|
}
|
||||||
|
catch (Exception ex) when (ex is IOException or JsonException)
|
||||||
|
{
|
||||||
|
Logger.LogError("Couldn't read {Path}: {Error}", HiddenPath, ex.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SaveHidden()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
Directory.CreateDirectory(Path.GetDirectoryName(HiddenPath)!);
|
||||||
|
File.WriteAllText(HiddenPath, JsonSerializer.Serialize(_hidden.Order().ToList()));
|
||||||
|
}
|
||||||
|
catch (IOException ex)
|
||||||
|
{
|
||||||
|
Logger.LogError("Couldn't write {Path}: {Error}", HiddenPath, ex.Message);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,7 @@
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<!-- Compile-time only: the server already has CounterStrikeSharp.API.dll -->
|
<!-- Compile-time only: the server already has CounterStrikeSharp.API.dll -->
|
||||||
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.375">
|
<PackageReference Include="CounterStrikeSharp.API" Version="1.0.376">
|
||||||
<PrivateAssets>none</PrivateAssets>
|
<PrivateAssets>none</PrivateAssets>
|
||||||
<ExcludeAssets>runtime</ExcludeAssets>
|
<ExcludeAssets>runtime</ExcludeAssets>
|
||||||
<IncludeAssets>compile; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
<IncludeAssets>compile; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||||
|
|
|
||||||
22
README.md
22
README.md
|
|
@ -7,24 +7,38 @@ admin off the scoreboard. This plugin makes it look like they left the server:
|
||||||
client only. The server and other plugins never see it, so the admin stays connected.
|
client only. The server and other plugins never see it, so the admin stays connected.
|
||||||
- While an admin is hidden, their team changes, their death and their real disconnect are not
|
- While an admin is hidden, their team changes, their death and their real disconnect are not
|
||||||
broadcast to clients.
|
broadcast to clients.
|
||||||
|
- Hiding lasts until the admin unhides. Hidden admins are saved by SteamID in
|
||||||
|
`configs/plugins/AdminStealth/hidden.json`. When one reconnects, or on a map change (SimpleAdmin
|
||||||
|
forgets hidden admins on both), their join isn't announced, the plugin runs `css_hide` for them
|
||||||
|
again once SimpleAdmin has loaded their permissions, and tells them they're still hidden. After
|
||||||
|
five tries (about 12 seconds) it gives up, forgets them and tells them they're visible.
|
||||||
|
- A hidden admin can't join a team or go to spectators (`jointeam` and `spectate` are blocked
|
||||||
|
with a chat message). If the game or another plugin puts them on a team anyway, which makes
|
||||||
|
SimpleAdmin unhide them, they're hidden again straight away.
|
||||||
- `status` from a player's console is blocked and prints nothing. It still works from the server
|
- `status` from a player's console is blocked and prints nothing. It still works from the server
|
||||||
console and RCON.
|
console and RCON.
|
||||||
|
|
||||||
|
The plugin listens for `css_hide` under whatever aliases SimpleAdmin's
|
||||||
|
`configs/plugins/CS2-SimpleAdmin/Commands.json` gives it (by default `css_hide` and `css_stealth`),
|
||||||
|
so adding aliases there (e.g. `css_invis`) works here too after a restart.
|
||||||
|
|
||||||
WebPanelBridge leaves hidden admins out of `css_webpanel_status`, so simpleadmin-web doesn't show
|
WebPanelBridge leaves hidden admins out of `css_webpanel_status`, so simpleadmin-web doesn't show
|
||||||
them either.
|
them either.
|
||||||
|
|
||||||
Built for CounterStrikeSharp **1.0.375** (`net10.0`) on Metamod:Source 2.0.0.1469, and needs
|
Built for CounterStrikeSharp **1.0.376** (`net10.0`) on Metamod:Source 2.0.0.1469, and needs
|
||||||
CS2-SimpleAdmin 1.8.2b's shared API (`CS2-SimpleAdminApi`). `lib/CS2-SimpleAdminApi.dll` is a
|
CS2-SimpleAdmin 1.8.2b's shared API (`CS2-SimpleAdminApi`). `lib/CS2-SimpleAdminApi.dll` is a
|
||||||
compile-time copy of the server's `shared/` one and isn't shipped. Without SimpleAdmin loaded, only
|
compile-time copy of the server's `shared/` one and isn't shipped. Without SimpleAdmin loaded, only
|
||||||
the `status` block works.
|
the `status` block works.
|
||||||
|
|
||||||
## Limits
|
## Limits
|
||||||
|
|
||||||
- Hiding still lasts only as long as SimpleAdmin remembers it: a map change or reconnect makes the
|
- After a reconnect or map change, the admin is visible to SimpleAdmin (and so on the web panel) for
|
||||||
admin visible again, and joining a team unhides them.
|
the few seconds it takes to hide them again.
|
||||||
- Unhiding doesn't announce the admin as joining again.
|
- Unhiding doesn't announce the admin as joining again.
|
||||||
- The server browser and trackers get the player list from a separate server query, which this
|
- The server browser and trackers get the player list from a separate server query, which this
|
||||||
doesn't touch, so they still list a hidden admin.
|
doesn't touch, so they still list a hidden admin.
|
||||||
|
- Reloading CS2-SimpleAdmin on its own leaves this plugin listening to the old instance. Reload
|
||||||
|
AdminStealth after it.
|
||||||
|
|
||||||
## Install
|
## Install
|
||||||
|
|
||||||
|
|
@ -41,4 +55,4 @@ tar -xzf AdminStealth-<tag>.tar.gz -C /srv/cs2/game/csgo
|
||||||
To publish one, commit, bump `ModuleVersion`, then run
|
To publish one, commit, bump `ModuleVersion`, then run
|
||||||
`FORGEJO_TOKEN=... ./release.sh v<ModuleVersion>`. It rebuilds the plugin from the committed
|
`FORGEJO_TOKEN=... ./release.sh v<ModuleVersion>`. It rebuilds the plugin from the committed
|
||||||
source in the SDK container, tags HEAD, and uploads `AdminStealth-<tag>.tar.gz` to the git.zio.sh
|
source in the SDK container, tags HEAD, and uploads `AdminStealth-<tag>.tar.gz` to the git.zio.sh
|
||||||
release. The plugin has no config.
|
release. The plugin has no config. The release never includes `hidden.json`.
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue