Server Event ID's
Can we get some documentation on the Server Event ID's(those that is set to write in Eventlog).
C:\WINDOWS\system32\config\AppEvent.Evt
Event ID
2035 "Game server disconnected from lobby. Lobby = %LobbServer%"
2028 "Lost connection to lobby server."
Zap
C:\WINDOWS\system32\config\AppEvent.Evt
Event ID
2035 "Game server disconnected from lobby. Lobby = %LobbServer%"
2028 "Lost connection to lobby server."
Zap
Life suck's and then u play Alleg.
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-.. ..- -.- . -. ..- -.- . .----. . -- .. ... - .... . --. .-. . .- - . ... -

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Code: Select all
private void processID(int eventID, string eventMessage, DateTime eventTimeGenerated)
{
bool showUnhandled = false;
switch (eventID)
{
// '''''''''''''''''''''''' STATIONS '''''''''''''
case 201: if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break;// ''Enter code to determine 'station' created
case 202: if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break;//'Enter code to determine 'station' deleted
case 203: if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break;//'Enter code to determine 'station' changed sides
//''''''''''''''''''''''''''''''''''''''
//'''''''''''''''''''''''' SHIP '''''''''''''''
case 301: changedSector(eventMessage);break; // Changed sectors
case 302: killedPlayer302(eventMessage); break;//Call killedPlayer(description) ' ship killed
case 303: break;// used ripcord
//''''''''''''''''''''''''''''''''''''''
//'''''''''''''''''''''''' GAME STATE '''''''''
case 2001: serverInitializing2001(eventMessage); break; //Allsrv is initializing.
case 2022: if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break; //' allsrv is a service
case 2029: gameStarted2029(eventMessage, eventTimeGenerated); break;// Call serverState(description, evntTime, EventId, True) ' game started
case 2030: gameOver2030(eventMessage, eventTimeGenerated); break;//isGameOver = True ' Game Ended ' Team 1 won because Your_Persona captured Garrison
case 2031: gameOver2031(eventMessage); break;//isGameOver = True ' Game Over
case 4001: servShutDown4001(eventMessage, eventTimeGenerated); break;//isGameOver = True ' server shut down
case 4040: servName(eventMessage, eventTimeGenerated); break;//' gets server name
case 4041: gameDestroyed4041(eventMessage, eventTimeGenerated); break;//; Game ASR (%.SubjectID%) was destroyed.
//'''''''''''''''''''''''' LOBBY STATE ''''''''
case 2016: if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break;//' ConnectING to lobby
case 2033: serverConnectedToLobby2033(eventMessage); break;// Call srvTime(True) 'Connected to lobby
case 2034: if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break;//'DisconnectING from lobby
case 2035: serverDisconnectedFromLobby2035(eventMessage); break;// Call srvTime(False) 'Disconnected from lobby
case 2028: serverDisconnectedFromLobby2035(eventMessage); if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break;//' Lost lobby !?
case 2017: if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break;//' Failed to connect to lobby!?
case 2018: if (showUnhandled == true) MessageBox.Show("EventID= " + eventID.ToString() + " Message= " + eventMessage, "Un Handled Event"); break;//' No Lobby Specified !?
//'''''''''''''''''''''''''''''''''''''''''''
//''''''''''''''''''''''''Player '''''''''''''
case 4020: playerLoggedin4020(eventMessage); break;//Call logInOut(description, 1, False) ' User logged IN Your_Persona(%.SubjectID%) logged onto Server.
case 4021: break;//Call logInOut(description, 0, False) ' User logged OUT Your_Persona(%.SubjectID%) logged off Server.
case 4050: break;//Call addPlayer(description, True) ' Loggin game ' Your_Persona logged onto game 'STATS TEST 44A' (id=%GameID%).
case 4051: playerLoggedOut4051(eventMessage); break;//Call logInOut(description, 0, True) ' Loggout game 'Your_Persona logged off '%GameNameSTATS TEST 44AGameID%).
case 4060: playerTeam4060(eventMessage, eventTimeGenerated);break; // Join team -Your_Persona@XT joined team 'Team Lobby' (%Team%)
case 4061: playerLeftTeam4061(eventMessage, eventTimeGenerated); break;// Leave team Your_Persona left team '%TeamNameTeam 1Team%)
//''''''''''''''''''''''''''''''''''''''''
case 4062: TeamNameChanged4062(eventMessage); break;//Call setTeamNames(description) ' Team Info Changed
default:break;
}
}
-->>Elitism<<--
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
After checking the server events, I noticed that there is more than 80 times the event 4071. I have no idea what triggers that event... /mellow.gif" style="vertical-align:middle" emoid=":mellow:" border="0" alt="mellow.gif" />
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
<Event id="4071" Name="HackBoot"
Description="Fired when a possible hack attempt has occurred and the player gets booted."
Format="Possible hack attempt made by %.SubjectName%. Player has been booted from the server.\nLine: %Line%\nExpression: %Expr%"
Severity="Warning"
LogAsNTEvent="1"
LogAsDBEvent="1"
/>
Description="Fired when a possible hack attempt has occurred and the player gets booted."
Format="Possible hack attempt made by %.SubjectName%. Player has been booted from the server.\nLine: %Line%\nExpression: %Expr%"
Severity="Warning"
LogAsNTEvent="1"
LogAsDBEvent="1"
/>
Apparently a California "cabin" is any place more than 4 blocks from a McDonalds.
That was not the question... /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Last edited by pkk on Mon Apr 16, 2007 5:37 pm, edited 1 time in total.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Code: Select all
Event ID: 4071 - Source: MSExchangeIMC
Type: Error
Category: Initialization/Termination
Unable to start the Internet Mail Service because it has not been
configured.
You must go to Connections in the Microsoft Exchange Administrator
program for this site, select the Internet Mail Service object, and
configure its setting.
Apparently a California "cabin" is any place more than 4 blocks from a McDonalds.
i thought this sounds more like what is is
QUOTE <Event id="4071" Name="HackBoot"
Description="Fired when a possible hack attempt has occurred and the player gets booted."
Format="Possible hack attempt made by %.SubjectName%. Player has been booted from the server.\nLine: %Line%\nExpression: %Expr%"
Severity="Warning"
LogAsNTEvent="1"
LogAsDBEvent="1"
/>[/quote]
could be when someone gets asgs banned while playing? probably not a comm boot
QUOTE <Event id="4071" Name="HackBoot"
Description="Fired when a possible hack attempt has occurred and the player gets booted."
Format="Possible hack attempt made by %.SubjectName%. Player has been booted from the server.\nLine: %Line%\nExpression: %Expr%"
Severity="Warning"
LogAsNTEvent="1"
LogAsDBEvent="1"
/>[/quote]
could be when someone gets asgs banned while playing? probably not a comm boot
Last edited by madpeople on Tue Apr 17, 2007 9:57 am, edited 1 time in total.
Whenever the server gets a message from a player, it runs it past some checks to make sure that it's a valid action. For example, if a scout tells the server that it just loaded an aleph res into the missile slot, the HackBoot goes off. Or firing a gun your ship can't load. Stuff like that. It's to make sure that no-one's using a hacked client or message spoofing. There's a whole bunch of triggers that I don't recall.
From in-game, the HackBoot simply appears to be a dropped connection. The "booted" player can just re-join. Only the log shows that the server dropped the player intentionally.
Keep in mind that it is essentially on a hair trigger, and it's quite possible that it would go off on an innocent player due to lag, or some unknown bug. So an entry in the log is not necessarily a sign of a hacker.
From in-game, the HackBoot simply appears to be a dropped connection. The "booted" player can just re-join. Only the log shows that the server dropped the player intentionally.
Keep in mind that it is essentially on a hair trigger, and it's quite possible that it would go off on an innocent player due to lag, or some unknown bug. So an entry in the log is not necessarily a sign of a hacker.