Create GPSVaultDataLink.xml - #199
Blues-Hailfire wants to merge 1 commit into
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On skimming the plugin repo, unfortunately it seems that this plugin breaks rule 1 (excessive advantage in multiplayer) so it will not be possible to add the plugin to the PluginHub at this time. |
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Main issues are, that it automatically reads markers without player interaction (afk data collection), and that it reads data which in normal gameplay cannot be obtained easily (with some exceptions, data collection is generally limited to what is possible in vanilla gameplay). I've only lightly skimmed the code, so these are only the issues I've found. |
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Sorry though I did the xml file right will fix that. I'm open to making whatever edits are necessary to make this work. Including and afk timer if need be. At present it does the following:
I agree the passive data risk is theoretically a problem, I've limited this so it only can see the signals you or your grid could. As it's theoretically possible for a player to have a program block in-game and sit AFK doing the same thing. |
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I have a couple of hard requirements for approval:
Planet positions are OK, as there is already an approved mod on that show those (SEPedia), plus you can also obtain this info in vanilla with a PB inside the gravity well. PBs are not able to read hud signals or gpses, so they're not really a case for or against the first 2 issues (correct me if I'm wrong). |
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Ok, I can try to work with this. I do have questions to ensure I have the right Idea. So, you're right, HUD signals aren't exposed via the program block. Granted, I don't think it's hard for a player to see a signal face it, then run a script that does their own GPS plus the distance and direction (point a grid). Are we willing to compromise? Yes, to Syncing signals if there is no location data. In other words, instead the plugin will send the players who see the signals location, plus the radius it is from them. (No Directional data.) At no point do I arbitrarily create GPS; they must create all GPS points themselves. To receive GPS data from other players, they all have to be in the same Discord, have a sync token, and have run the command /vault sync on in the world they are in. Then at that point, they share GPS points their faction members make. Sorry, I'm trying to understand what the player interaction trigger would be. Sorry, I forgot to mention it does update the player's own location in real time. |
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I mistyped what I meant to say, if you have to press create new gps in the gps menu/type a chat command/press a key, any of these would of course count as an interaction already. I should have said that the player trigger is for automatically created or updated gpses, such as ones synced to the client by the server, like unknown signals, or ones auto parsed from chat, or ones attached to entities that update the position automatically (unknown signal gps is one actually, you can check this by checking if the entityid (and contractid? not sure) is 0 in the MyGps object). Just making sure all cases are covered by some kind of anti-afk mechanism. (recipients would be exempt since even if you automatically receive gpses you can't act on them if you're afk, and it's already gated on the sender side) As for syncing the radius, I would be okay with it if the precision is limited. The reason is that the hud doesn't show you exactly how far a signal is, so the plugin would send "46200 meters" instead of "46234.56 meters" - in other words, the rounded distance shown on the marker. And the above would apply to this, too. |
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Awesome! I will retool and put in a new pull request! Thank you! |
Adds a plugin for GPS vault.