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
Add array of pressed keys for player #395
Comments
@SDGNelson Please |
Best if server can configure which keys should be captured and sent so that only required ones are sent |
^ there is no need for that, it would be better to just have access to inputString from the Input class |
Fantastic idea. While we're at it, can we also transmit what the player has open in their steam browser, including all cookies and history from it? Oh, it'd be cool to have a handle transmitting the players friends list and recent chats from all the players known to the server. Screencaps from the camera aren't enough. |
@FCheat goOd jOKE |
epic meme |
Don't want to be that guy, but I think this might impact networking and cause more lag. Definitely needs to be investigated. One could allow plugins to register actions to keys as Sam proposed, but this must be limited to prevent capturing all input. |
this can generate several security holes, the best alternative is that the input can only be captured during the game itself, not in inventory or esc or even in chat could also be something like a event where these arguments are passed: key (mouse / keyboard), player, and position (mouse / null) Public event PlayerInput OnPlayerInput(ENUM.KEYS KEY, string PLAYER, MousePosition pos) -> MousePosition for effects |
Key logger + mouse logger, yer be genius |
Only count 1 time |
with unitys input class it wont send anything while tabbed out or while in steam overlay. I agree that maybe for the chat we dont need input sent since it would more or less be spam anyway. But an event for it wouldnt be good since youd want a list of currently pressed keys that way you can use multiple keys for various hot keys |
event can be useful if you want something like binds |
Keep in mind that the keys can only be captured from Unity, since it will likely capture using Unity API's. They can not be captured outside Unity (e.g. when alt-tabbing or from steam overlay, etc) |
thats what ive said, and the input string will only capture letters and numbers also backspace and enter thats it afaik |
@SDGNelson Could you just add 20 customs actions like arma 3 does. They do nothing but developers can use them as inputs |
I've tried typing like 6 different comments, but they're all way too revealing. Don't send key inputs, or allow them to be sent. I can name multiple ways that this could go south real fast for server owners, end users, and creators. The world isn't perfect, so don't assume anything is. |
@FCheat Keys are only captured while in game however, so I don't see any security hole. |
|
if keys are only captured while playing the game and not while in menus or chat then nothing is wrong |
@Alekaei Nelson is adding UI buttons soon, And clicking is probably going to be allowed while in chat only (Cuz you can't move your mouse otherwise) so your solution is a little bit problematic. |
he could add a key like alt that when its held the cursor shows up? @RoyIL |
Somebody could read better: |
As a balance between the different requests my current thought is to add keybinds Plugin 0-#, an event to PlayerInput like onPluginKeyPress/Release, and format {PluginKey#} in effect UIs as the bound key name. Thoughts? Would you want {PluginKey#} to be formatted in chat as well? |
@SDGNelson In basic terms, make a hotkey, and when pressed tell the server X pressed hotkey? |
@SDGNelson Maybe array of keys is better than just one key? (P.S if you want just limit it to a maximum of 5 keys) |
What we ideally need here is an additional set of keybinds that players can use without doing any manual configuration. Allowing them to change keybinds is undesired and only will lead to confusion if they do change default ones As I said above, best option if server defines which keys need to be sent. Maybe can only choose from a limited subset (e.g. certain letters + some F# keys + ctrl/alt etc) Probably worth adding a clientside option to not send some keys, but again some plugins might rely on this and not work properly in the case |
An event will work as long as all current keys are sent along. I think sending the F# as @aviadmini said along with others too would be great since when UI additions get added, creating new menus that are bound to the F# would work great |
@FCheat I dont think you understand how everything works serverside, for UI you can only show text strings right now, there are ways to make buttons but it takes more work then its really worth and doesnt use the "official" way of making UI through effects, Same goes for menus all that data is kept client side and the server doesnt know when a player is in menus, someone can correct me if im wrong on that. |
The way certain people created buttons is not worth the horde of side effects they produce. |
@Alekaei https://github.com/FCheat/Unturned-Plugin/wiki/Analyzing-Outgoing-Data Maybe I'm just here to troll who knows. |
Somebody gulag this guy (FShit). He's talking nonsense all the time |
@aviadmini Yes. I'm talking so much nonsense. Thread proposed people want key-logging abilities server side. While already having a hidden, non-optional end-user forceful screenshot system, let's log keys from the users computer. That's fantastic. Anyone get that glitch in Sniper Elite 4 where if you alt tab, and tab back in the game loses focus of your mouses actual position and leaves it at 0,0 instead of 1/2 of your screen's x & y size? Or the glitch known notoriously in fullscreen games such as TF2 & CSGO where if you were to tab in, sometimes the game would fail to render because of the frame render coming back at just the wrong moment and leave you tabbed into the game, with the text at the top left of your screen with the windows name, but still be able to select other programs and send input to them? Or the one where sometimes a game might fail to read the size of a monitor properly due to 2 being in (trying to find the primary) and the game be tabbed open with the task bar unable to be right clicked, but again, you can send inputs to another tab? Though this one I've seen tab out of the frozen fullscreen game when you focus another window. Anyone figure out that it's 2018 and sometimes Windows bluescreens? When sitting here, minimal programs running and you check the event log and it's not an application error it drops in system, almost like a full blown segfault Anyone realize that programs don't always work like they're supposed to, and sometimes it's due to faulty proof-reading of code? Computers aren't perfect kids. The hotkey idea is a great idea, but firstly it was proposed by super smart community members we should open the doors to international class action lawsuits for hiding keyloggers in the video game.. Jesus. I could go on if you absolutely want me to. The state of this "github" is people who aren't interested in breaking the game or trying to understand it, or even fix problems, instead ease of access by any means necessary for marketing plugins to server owners. Just appalling. |
Somebody gulag ^^ Edit |
@aviadmini Ahem https://en.wikipedia.org/wiki/Source_(game_engine)#Games_using_Source I won't be going further with this as insulting you personally would definitely result in a ban from this github. Bye! |
I didn't mean And what @SDGNelson offered is (to my understanding) extending inputs by more values than currently exist. My good guess that it will end up Nelson adding a few keys and setting some reasonable defaults to them (i.e. F# and hopefully Alt Ctrl). That is probably the easiest and safest solution |
@aviadmini Ah. Also when you said my post was total bullshit, in my post I said the hotkeys (aka event-based info) is okay, but sending damn keypresses is not okay - So when you called THAT bullshit, I think, oh he's saying that games send keys! The server should NEVER know what key a player is pressing at ANY time. |
Makes sense Not too late to start #NOKEYLOGGER 📛 |
Now implemented in the next update! |
Let me continue this discussion. The keys that the game gives now for plugins are far from the working area of the player's hand, pushing them inconveniently. Not everyone knows that it can be changed, and in general it is uncomfortable when initially you are offered to press an inconvenient button. Also some basic buttons, such as movement and others would also like to see in the array keys. I ask that the servers be able to choose which keys they will view, what Avi has offered, some list of permitted buttons from which to select certain keys for their use. Please =) |
Unity are receiving buttons states only for game window handle. Server already receiving too much info about player actions and other stuff. Why somebody talking about key-logging spying ? - its a bullshit. |
|
Lmao, where are u see a "security concern" ? Server already receiving all chat messages and ui input boxes contents. What is a problem to add this ? |
We have keys array in PlayerInput but it only give very basic key input, Would be nice now if you are adding the extra UI fields to include an array in player input with currently pressed keys or even just passing through Input.inputString which would be more then enough for devs to figure out what to do
The text was updated successfully, but these errors were encountered: