So this is a bit of a spit-fire idea here, I really haven't thought out how the implications may be or how hard this may be to make, but we'll see how it goes. So essentially this system is not to change anything in the games itself, but is made to better operate the message and friend systems. The general idea is to take the state that a player is in, and add a value to it. Then when someone checks to see if they are online, or tries to message/party them, the systems will decide if it would be allowed based on the value given to the player at the time.
So I was thinking value 1 would be offline (because I know that sometimes 0 gets confused with a nil value) meaning no friend joins, no messages, because of course, they're offline
Value 2 would be if they're online and no other statuses are present, unlocking all commands.
Value 3 would be managing if a staff member is in /hiderank, possibly shutting down /friend join so cover isn't blown?
Value 4 being a staff member in vanish, disabling commands from non-staff members
Value 5 being in a murder game, disabling /msg to and from the player. and the player's ability to see party chat.
There is a lot of things a system like this could do, and I just kinda thought of ideas for it. I think it may be a good way to organize the server, but I have no idea.
I made a table of the example values above to show what they can recieve/do
Edit: If function in state 0 fails to get a response to the forced hub command, presume user is offline (Set to value 1)
This is in reference to the glitch where players will be marked as in a redacted server instead of being marked offline. This doesn't mean dev servers are sending admins and whatnot back to lobbies
This system is thought of to be a way to easily organize cross-server actions among the network, like parties, /msg, and /friends, specifically /friend join- but /friends is also affected, and how the server takes into account offline players instead of [Redacted]
So I was thinking value 1 would be offline (because I know that sometimes 0 gets confused with a nil value) meaning no friend joins, no messages, because of course, they're offline
Value 2 would be if they're online and no other statuses are present, unlocking all commands.
Value 3 would be managing if a staff member is in /hiderank, possibly shutting down /friend join so cover isn't blown?
Value 4 being a staff member in vanish, disabling commands from non-staff members
Value 5 being in a murder game, disabling /msg to and from the player. and the player's ability to see party chat.
There is a lot of things a system like this could do, and I just kinda thought of ideas for it. I think it may be a good way to organize the server, but I have no idea.
I made a table of the example values above to show what they can recieve/do
Edit: If function in state 0 fails to get a response to the forced hub command, presume user is offline (Set to value 1)
This is in reference to the glitch where players will be marked as in a redacted server instead of being marked offline. This doesn't mean dev servers are sending admins and whatnot back to lobbies
This system is thought of to be a way to easily organize cross-server actions among the network, like parties, /msg, and /friends, specifically /friend join- but /friends is also affected, and how the server takes into account offline players instead of [Redacted]
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