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LethalCompanyModding-LobbyGuard-0.2.4 icon

LobbyGuard

Stops a bad client from crashing or freezing your lobby. Only the host needs it.

Date uploaded a week ago
Version 0.2.4
Download link LethalCompanyModding-LobbyGuard-0.2.4.zip
Downloads 282
Dependency string LethalCompanyModding-LobbyGuard-0.2.4

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

LobbyGuard

Keeps bad players from crashing or freezing your lobby.

  • Who needs it: the host. Players don't.
  • Config: none.

It checks what each player sends, voice chat included, before the game reads it. Anyone who sends something broken, or far more than the game ever would, gets disconnected. Players you kick stay kicked.

Your lobby still shows as vanilla in the lobby list, so players who only look for vanilla lobbies can find it.

Each kick goes in the BepInEx log with the player's SteamID and the reason, so you can block them on Steam.

It can't do anything about a flood big enough to fill your internet connection.

CHANGELOG

Changelog

0.2.5

  • Players can't destroy objects, change who owns them, reset the clock, load scenes or run the game's host-to-player calls in your game anymore, like ending the round. Only the host should send those, and anyone else who does gets disconnected.
  • Players get disconnected for pretending to finish joining twice, for messages about many objects that don't exist, and for messages that keep causing errors.
  • Players get disconnected for asking to join twice, or for sending more than a few messages before they're accepted.
  • A join request sent just before a kick can't bring that player back.
  • The log now says what was in the packet that got a player disconnected.

0.2.4

  • LobbyGuard protects your lobby again with mods that support other mods you don't have. Plenty of mods do this, like UniversalRadar with LethalLevelLoader. LobbyGuard hit an error looking through those at startup and quit before it set up its join and voice checks, so your lobby only had its packet limit. The same error also stopped some of those mods from loading, like LobbyImprovements without LobbyCompatibility.

0.2.3

  • LobbyGuard now lives at LethalCompanyModding on GitHub and Thunderstore. Its plugin ID is now com.github.lethalcompanymodding.lobbyguard, so it starts with a fresh config file.

0.2.2

  • Kicked players stay kicked again, and the log names players by their real SteamID. LobbyGuard read every player's SteamID as 0, which is also why 0.2.0 turned everyone away.

0.2.1

  • Players can join again. 0.2.0 turned every joining player away with "Your SteamID doesn't match your connection." Kicked players still stay kicked.

0.2.0

  • Your lobby shows as vanilla in the lobby list, so players who only look for vanilla lobbies can find it.

0.1.0

  • First release. The host disconnects players who send something broken or far too much, and players you kick stay kicked.