Catch some chat-messages
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Look at Adoxa’s chatlog.c file. It’s got hooks for chatting, and new/departing players. Problem is, I don’t know if there’s a way to catch messages before they are sent.
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It depends what you want. If you don’t want to output anything, it’s reasonably simple. If you do want to output something, that’s a little trickier. In either case, text can be retrieved via hooking Enter ([0x45f828]) and either using the data directly (std::vector at esi+0x4c4) or calling a function to copy it (__thiscall 0x57c2c0( wchar_t*, int )). If you don’t want to output anything, just return via the Escape function at [0x45f82c]. If you do want to output something, perhaps you could return via Escape and call 0x46a150 directly. If that doesn’t work, you could modify the chat to send “/echo whatever” (via a std::wstring, but I didn’t investigate the exact process to find it; it’s a TextNode from a list at [esi+0x4ec], I think). References: Console and External Message.
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Question about the chatlog.dll
Ok, I ran into quite a few issues
1. Trying to run it with FLShell seems to not work no matter what order I load the DLL in
2. Instructions are wrong. It needs to be listed in dacomsrv.ini
3. It overwrites the ingamechat.txt file instead of appending to it on each run - so I get one line that has the Freelancer started then… nothing. Even stopping the server does not show Freelancer stopped.I can get VC6 - Should I recompile from source or is there an updated adoxa version out there I can use?
EDIT: Oh, and taking out the flshell.dll from the list? No go. chatlog still doesn’t log squat.
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Errr… Chatlog is a CLIENT plugin. That’s why it goes into dacom.ini in the first place.
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Urgh! facepalms at self
But in all seriousness, client-side logging - not helpful for me here.
When I ran the Phoenix server I had some issues with players who allegedly were falsifying allegations of being cussed out and sworn at but there were no logs - no screenshots - only some FLShell login and logout logs that might have proven the people in question were lying.
Snoopy server admin wants to avoid this next time.
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Yeah well you won’t be able to do that with FLShell. Nobody’s developed plugins for the thing as far as I know.
There are chat log plugins for FLHook, but not for FLShell.
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I’ll probably switch to FLHook for the next iteration of the server if FLHook will take FLShell restart templates without issue.