GroupVerify 0.3.0: check players with the Steam Web API as they join, clan tag for other plugins
Steam rate-limits its community member lists by IP (429), so the whole-list download is gone. Each player is checked as they join with ISteamUser/GetUserGroupList: a member's 'group' row is added or refreshed, a non-member's deleted, and when Steam won't say (private profile, bad key, outage) the database stands. A player is asked about at most once per min_forced_refresh_seconds; css_verify rechecks its targets, offline SteamIDs too. Changing the group clears the old group's rows. refresh_minutes is gone. The Web API key goes in configs/plugins/GroupVerify/GroupVerify.json (SteamWebApiKey); every other setting stays in the database. New clan_tag setting and css_gv_clantag <tag|-> (@css/root): the scoreboard tag for verified players without a rank, applied by CS2-Tags. The API gains ClanTag and OnClanTagChanged, so shared/GroupVerifyApi changes: needs a server restart.
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@ -43,6 +43,19 @@ public interface IGroupVerifyApi
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/// so handlers should be idempotent.
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/// </summary>
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event Action<CCSPlayerController, VerifyStatus>? OnVerifiedChanged;
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/// <summary>
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/// The scoreboard clan tag for verified players who have no rank tag of their own (gv_settings
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/// clan_tag, set with css_gv_clantag or the web panel), up to 12 characters, without brackets.
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/// Empty when none is set, and while <see cref="IsActive"/> is false.
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/// </summary>
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string ClanTag { get; }
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/// <summary>
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/// Fired on the game thread when <see cref="ClanTag"/> changes, including to or from empty as
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/// GroupVerify is turned on or off, loaded or unloaded. Re-tag everyone when it fires.
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/// </summary>
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event Action? OnClanTagChanged;
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}
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/// <summary>A player's verification, and why.</summary>
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