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Author Topic: Save Chat Messages to Log Files  (Read 12298 times)

Offline Psy

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Save Chat Messages to Log Files
« on: November 15, 2017, 09:44:57 AM »
I came across this plugin awhile back: https://forums.alliedmods.net/showthread.php?t=117116

I use this version: https://forums.alliedmods.net/showpost.php?p=2533234&postcount=40

Basically what the plugin does is record chat messages per map and per day. It can be configured to record chat commands and automated chat messages from other plugins or the console.



Here's a list of pros and cons:

Pros:

- Easier to track player/staff reports involving textual misconduct.
- Records a whole day's worth of chat messages.
- Server restart or map change will create a new chat log file.
- Doesn't lag the servers at all.

Cons:

- No color-coded messages.
- Must be edited to not recorded automated chat messages from other plugins or the console because those can get spammy based on the timer set for them to be printed to chat.



Let me know what you guys think!
« Last Edit: November 15, 2017, 09:48:44 AM by Psykotik »
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Offline theSipow

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Re: Save Chat Messages to Log Files
« Reply #1 on: November 15, 2017, 10:01:55 AM »
Though a cool thing to have, the problem I see is that the fact that there would be a lot of chat logs in just a few hours on some servers, and it would be hard to find  anything specific we might be trying to find, even if we do manage to keep it from recording plug-in chat messages. However, some coding and sorting might easily fix the problem.
I just hope that if this does become a thing, staff members don't nitpick and get as much people in trouble as possible for unnecessary reasons.
« Last Edit: November 15, 2017, 10:07:25 AM by Sidepow »
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Offline Psy

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Re: Save Chat Messages to Log Files
« Reply #2 on: November 15, 2017, 10:12:03 AM »
Though a cool thing to have, the problem I see is that the fact that there would be a lot of chat logs in just a few hours on some servers, and it would be hard to find  anything specific we might be trying to find, even if we do manage to keep it from recording plug-in chat messages. However, some coding and sorting might easily fix the problem.
I just hope that if this does become a thing, staff members don't nitpick and get as much people in trouble as possible for unnecessary reasons.

In regards to finding specific messages, you can always Ctrl+F on the log page to find any offensive terms or remarks that are against the communication rules.

It'd be astounding to see how many times the word "nigger" is used on the servers in just 1 day.
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Offline Skeleton

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Re: Save Chat Messages to Log Files
« Reply #3 on: November 15, 2017, 03:47:23 PM »
It seems really helpful when dealing with spam reports. I'm down for this completely, sounds very efficient.

The colored text not being colored in my opinion doesn't seem too much of a downside.


Offline Ἀΐδης

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Re: Save Chat Messages to Log Files
« Reply #4 on: November 15, 2017, 03:53:15 PM »
1. It is flawed. It does not record the steamID32 of those who are using the chat. This wouldn't be usable as evidence. It would only prove a person was there, however, players would still use the loophole.

Quote
--=================================================================--
[29/01/2010 10:52:47] --- NEW MAP STARTED: c1m4_atrium ---
--=================================================================--
[10:58:24] [GB] [Infected  ] Dollshead          : (TEAM) Testing team chat
[11:00:23] [GB] [Survivor  ] Citizen Kabuto     : (TEAM) Lovely weather guv!
[11:01:49] [GB] [Spectator ] STALKER            : I reckon we should play
[11:05:15] [GB] [Spectator ] STALKER            : (TEAM) I am a nub!
[11:09:12] [FR] BanjoLovesYa       has joined (STEAM_1:0:10234254 | XXXXXXX)
[11:15:10] [GB] [Survivor  ] Citizen Kabuto     : Lookout! Banjo's in the house! ;-)
[12:01:29] [  ] [          ] CONSOLE            : You have to be the worst players I've ever seen!



2. Also it may only seem like it won't lag the servers because it could have only been tested on a server with minimal plugins. That statement would need to be looked at further.

3. It would not label an admin separately because if it does not show Steam32ID's then anyone could simply have an admin tag and could impersonate.


The plugin would need to have those problems fixed before I can agree to it.

Hades

Offline Psy

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Re: Save Chat Messages to Log Files
« Reply #5 on: November 15, 2017, 05:01:28 PM »
1. It is flawed. It does not record the steamID32 of those who are using the chat. This wouldn't be usable as evidence. It would only prove a person was there, however, players would still use the loophole.

Quote
--=================================================================--
[29/01/2010 10:52:47] --- NEW MAP STARTED: c1m4_atrium ---
--=================================================================--
[10:58:24] [GB] [Infected  ] Dollshead          : (TEAM) Testing team chat
[11:00:23] [GB] [Survivor  ] Citizen Kabuto     : (TEAM) Lovely weather guv!
[11:01:49] [GB] [Spectator ] STALKER            : I reckon we should play
[11:05:15] [GB] [Spectator ] STALKER            : (TEAM) I am a nub!
[11:09:12] [FR] BanjoLovesYa       has joined (STEAM_1:0:10234254 | XXXXXXX)
[11:15:10] [GB] [Survivor  ] Citizen Kabuto     : Lookout! Banjo's in the house! ;-)
[12:01:29] [  ] [          ] CONSOLE            : You have to be the worst players I've ever seen!



2. Also it may only seem like it won't lag the servers because it could have only been tested on a server with minimal plugins. That statement would need to be looked at further.

3. It would not label an admin separately because if it does not show Steam32ID's then anyone could simply have an admin tag and could impersonate.


The plugin would need to have those problems fixed before I can agree to it.

Hades

1. There is a setting that allows the plugin to record chat messages with more details. I personally don't know how detailed this can get, however the version I use that I linked above displays more than the version that the OP uploaded does. Plus, Death and his coder could edit the source code of the plugin to include the Steam32ID.

2. I tested it on a server that runs 130+ plugins. I checked how many plugins the TF2SS servers has and the amount is less than 110.

3. It can be configured to detect which players are admins by editing/adding a portion called "public void OnPostAdminCheck()" and then creating a function to be triggered by that admin check.



I looked at the source code and it's pretty user-friendly (for me anyway).
« Last Edit: November 15, 2017, 05:04:31 PM by Psykotik »
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Offline Ἀΐδης

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Re: Save Chat Messages to Log Files
« Reply #6 on: November 15, 2017, 05:05:39 PM »
Having deaths coder do it would cost death money.

Is there a way to omit IP's of players as well?

I could make something to search through chat files as well anyways. So searching through them, is not hard. Problem is with it creating a new file on every restart, it would be helpful if it was coded per day and not restart.


Hades
« Last Edit: November 15, 2017, 05:08:03 PM by Hades »

Offline Psy

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Re: Save Chat Messages to Log Files
« Reply #7 on: November 15, 2017, 05:09:47 PM »
Having deaths coder do it would cost death money.

Is there a way to omit IP's of players as well?

I could make something to search through chat files as well anyways. So searching through them, is not hard. Problem is with it creating a new file on every restart, it would be helpful if it was coded per day and not restart.


Hades

Yes, either by a cvar or through editing the source code in the lines that tell the plugin to check for a player's IP address.
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Offline Lunarium

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Re: Save Chat Messages to Log Files
« Reply #8 on: March 17, 2018, 08:32:53 AM »
Before this subject is closed.

Can we check to see for a solution on the one option that was keeping us from adding it in?

Offline Lunarium

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Re: Save Chat Messages to Log Files
« Reply #9 on: July 09, 2018, 06:29:04 PM »
Seems no solution came up in the end.

Topic Locked.

Offline Psy

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Re: Save Chat Messages to Log Files
« Reply #10 on: January 27, 2020, 01:51:38 AM »
This feature has been implemented for almost two months now.
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