New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Impose chat character limit #14141

Closed
ghost opened this Issue Oct 7, 2017 · 4 comments

Comments

Projects
None yet
4 participants
@ghost

ghost commented Oct 7, 2017

In multiplayer games, it is possible for individuals to flood and sometimes crash player clients by sending large amounts of text. Suggest imposing a reasonable character limit for a message. Not sure if this should be done on the client and/or sever side or both.

@abcdefg30 abcdefg30 added the Feature label Oct 7, 2017

@anjew175

This comment has been minimized.

Show comment
Hide comment
@anjew175

anjew175 Oct 8, 2017

Contributor

It's completely possible to intentionally and consistently crash players client using this exploit as long as a certain amount of characters are reached. It is possible to put too many characters in and crash only your own client.
I really suggest trying to do this ASAP as this is something that has existed for a very long time and has been exploited before, even in public on SoScareds stream.

Contributor

anjew175 commented Oct 8, 2017

It's completely possible to intentionally and consistently crash players client using this exploit as long as a certain amount of characters are reached. It is possible to put too many characters in and crash only your own client.
I really suggest trying to do this ASAP as this is something that has existed for a very long time and has been exploited before, even in public on SoScareds stream.

@abcdefg30 abcdefg30 added this to the Next Release milestone Oct 8, 2017

@GSonderling

This comment has been minimized.

Show comment
Hide comment
@GSonderling

GSonderling Oct 11, 2017

Contributor

What would be considered reasonable? 140, 280, 300?

Contributor

GSonderling commented Oct 11, 2017

What would be considered reasonable? 140, 280, 300?

@anjew175

This comment has been minimized.

Show comment
Hide comment
@anjew175

anjew175 Oct 12, 2017

Contributor

I'm no expert on the character limits however its worth noting that this problem only exists when we are talking about characters into the tens of thousands. I know players that exceed 300 characters in a message and I know many players that will copy paste segments of discussion into chat because right now OpenRA has no way to copy paste from the chat or hyperlink.

I would really hate to see a 140 character limit and I think 300 is still too small. I personally have exceeded 400 in normal discussion. I think IRCs limit is 512.

This might not be the right place for it but would implementing a refractory period after posting be possible?
Even just one second to slow down some of the spam people will do when either someone is AFK or when they just want to "GOGOGOGOGOGOOGOGOGOGOGOOGOGOG."

Contributor

anjew175 commented Oct 12, 2017

I'm no expert on the character limits however its worth noting that this problem only exists when we are talking about characters into the tens of thousands. I know players that exceed 300 characters in a message and I know many players that will copy paste segments of discussion into chat because right now OpenRA has no way to copy paste from the chat or hyperlink.

I would really hate to see a 140 character limit and I think 300 is still too small. I personally have exceeded 400 in normal discussion. I think IRCs limit is 512.

This might not be the right place for it but would implementing a refractory period after posting be possible?
Even just one second to slow down some of the spam people will do when either someone is AFK or when they just want to "GOGOGOGOGOGOOGOGOGOGOGOOGOGOG."

@pchote

This comment has been minimized.

Show comment
Hide comment
@pchote

pchote Oct 12, 2017

Member

Clients that send too large of an order will be disconnected by the server. If long chat messages are causing crashes then that is a separate bug, and it would be silly to try and fix that without crash logs or verification that it hasn't already been fixed on prep/bleed.

This is way to nebulous of an issue to reasonably diagnose and implement before the final release on Saturday, so dropping from the milestone.

Member

pchote commented Oct 12, 2017

Clients that send too large of an order will be disconnected by the server. If long chat messages are causing crashes then that is a separate bug, and it would be silly to try and fix that without crash logs or verification that it hasn't already been fixed on prep/bleed.

This is way to nebulous of an issue to reasonably diagnose and implement before the final release on Saturday, so dropping from the milestone.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment