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It may be best to include some sort of whitelist refactor with this that makes it so whitelists can be defined with more flexibility. The design I'm sharing in the example is a lot more flexible than it'd need to be to be useful, but would be very nice to have.
Servers can be configured to use:
Fully manual whitelist
Fully automated whitelist
Fully automated blacklist
In addition, hybrid whitelisting is possible, ideally with evaluation order determined by the server.
Hybrid whitelisting example
Server defines:
Manual blacklist (mBlacklist)
Manual whitelist (priorityWhitelist)
Automatic blacklist (aBlacklist)
Manual whitelist (legacyWhitelist)
Automatic whitelist (aWhitelist)
Server state whitelist (sWhitelist)
Blacklist All (blacklistAll)
The whitelist status will be evaluated in order, where the first matching rule applies. First the server will check if the player is on mBlacklist, then priorityWhitelist, then check for the criteria in aBlacklist, and so on. This specific setup allows the following:
mBlacklist is used to effectively ban people from the whitelisted server.
priorityWhitelist is used to whitelist players who you don't want to be automatically blacklisted. I'm not sure why you'd want this, but it's good for the example.
aBlacklist defines player criteria to match to blacklist. For example: 1 or more medium severity notes in the last 2 weeks.
legacyWhitelist is the manual whitelist previously used by the server, which they'd like to retain.
aWhitelist defines player criteria to match to whitelist. For example: 30 or more hours overall playtime.
sWhitelist defines server criteria to match to whitelist. For example: 20 or less players currently connected.
blacklistAll rejects everyone. This is to catch people who don't match an earlier rule
An example of what wizden would probably use:
Manual blacklist (mrpBanlist)
Automatic blacklist (highSeverityNoteBlacklist: 1 or more high severity notes in the last 30 days)
Automatic blacklist (mediumSeverityNoteBlacklist: 1 or more medium severity notes in the last 14 days)
Automatic blacklist (lowSeverityNoteBlacklist: 3 or more low severity notes in the last 14 days)
Manual whitelist (legacyWhitelist)
Automatic whitelist (aWhitelist: 20 or more overall hours playtime)
Server state whitelist (sWhitelist: 15 or less players currently connected)
Blacklist all (blacklistAll)
This sort of hybrid whitelisting support would intrinsically support simple whitelists:
Manual whitelist (mWhitelist)
Blacklist all (blacklistAll)
Player criteria
Criteria usable by player based automatic whitelists/blacklists.
Playtime
X in period (filterable by severity, filterable by secret/hidden status) where X is a selectable combination of:
Bans (filterable by unbanned status)
Notes
Role bans (filterable by unbanned status)
Time since first connection
Server state criteria
Criteria usable by automatic whitelists/blacklists that depend on the state of the server rather than on player info.
Connected players
The text was updated successfully, but these errors were encountered:
It may be best to include some sort of whitelist refactor with this that makes it so whitelists can be defined with more flexibility. The design I'm sharing in the example is a lot more flexible than it'd need to be to be useful, but would be very nice to have.
Hybrid whitelisting example
Server defines:
The whitelist status will be evaluated in order, where the first matching rule applies. First the server will check if the player is on mBlacklist, then priorityWhitelist, then check for the criteria in aBlacklist, and so on. This specific setup allows the following:
An example of what wizden would probably use:
This sort of hybrid whitelisting support would intrinsically support simple whitelists:
Player criteria
Criteria usable by player based automatic whitelists/blacklists.
Server state criteria
Criteria usable by automatic whitelists/blacklists that depend on the state of the server rather than on player info.
The text was updated successfully, but these errors were encountered: